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Van Richten's Guide to Ravenloft: An In-Depth Review
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<blockquote data-quote="overgeeked" data-source="post: 8279054" data-attributes="member: 86653"><p>Except you are. You're putting 100% of the work on pre-game or between-session safety tools. If players want their boundaries respected, they must inform you beforehand what those boundaries are, or after a session after those boundaries have already been violated. Further, you're refusing to acknowledge that there is a need for during-session safety tools.</p><p></p><p>No, it hasn't. What's been argued is that sometimes things will occur during a session that are problematic that the player did not foresee being a problem and that the player should not have to justify their trauma to the DM in the middle of the session with a table full of other players. Hence the need for during-session safety tools, such as the X-card.</p><p></p><p>See, that's what I'm saying. You're assuming a few things here. First, that safety tools are an either, or proposition. They're not. You can use lines & veils along with the X-card. Along with a rating system. Along with whatever else. Second, you're assuming that pre-game and between-session safety tools will be perfect and catch all issues. Third, you're refusing to acknowledge that accidents or problems can still happen during a session.</p><p></p><p>You use Session Zero to establish expectations. You use lines & veils to establish what's off limits and what should be kept in the background, to establish boundaries. But, even after doing that you can still have problems arise during a session, so you need during-session safety tools. These kinds of tools are for the things that fall through the cracks. It's literally impossible to perfectly catch everything with pre-game or between-session safety tools, but you still use them to account for as many <em>known</em> quantities as you can. The player who knows they don't want to have genocide in game, for example. During play there will still be <em>unknown</em> quantities that pop up. The player who didn't know that a description of a miscarriage was going to bother them, for example. Even if you have miscarriage on your lines and veils list, the player might not think it will be a problem until they get into the actual game and are faced with the actual description of the event. Dealing with those situations is what during-session safety tools, like the X-card, are for.</p><p></p><p>To reject the X-card because it is used <em>after</em> a player has a problem is to assume that pre-game or between-session safety tools can perfectly catch every problem. They literally can't. So you have to have something in place for during-session problems. By definition, those can only be use <em>after</em> a player has an issue. The alternative is to ignore that player's problem and trauma during the session, likely continuing along the same track and making that problem and trauma worse. Putting off dealing with that until between sessions is still dealing with it <em>after</em> a player has a problem. You're just putting the flow of the game over the additional problem and trauma that could have been avoided by pausing when the problem came up during the session.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8279054, member: 86653"] Except you are. You're putting 100% of the work on pre-game or between-session safety tools. If players want their boundaries respected, they must inform you beforehand what those boundaries are, or after a session after those boundaries have already been violated. Further, you're refusing to acknowledge that there is a need for during-session safety tools. No, it hasn't. What's been argued is that sometimes things will occur during a session that are problematic that the player did not foresee being a problem and that the player should not have to justify their trauma to the DM in the middle of the session with a table full of other players. Hence the need for during-session safety tools, such as the X-card. See, that's what I'm saying. You're assuming a few things here. First, that safety tools are an either, or proposition. They're not. You can use lines & veils along with the X-card. Along with a rating system. Along with whatever else. Second, you're assuming that pre-game and between-session safety tools will be perfect and catch all issues. Third, you're refusing to acknowledge that accidents or problems can still happen during a session. You use Session Zero to establish expectations. You use lines & veils to establish what's off limits and what should be kept in the background, to establish boundaries. But, even after doing that you can still have problems arise during a session, so you need during-session safety tools. These kinds of tools are for the things that fall through the cracks. It's literally impossible to perfectly catch everything with pre-game or between-session safety tools, but you still use them to account for as many [I]known[/I] quantities as you can. The player who knows they don't want to have genocide in game, for example. During play there will still be [I]unknown[/I] quantities that pop up. The player who didn't know that a description of a miscarriage was going to bother them, for example. Even if you have miscarriage on your lines and veils list, the player might not think it will be a problem until they get into the actual game and are faced with the actual description of the event. Dealing with those situations is what during-session safety tools, like the X-card, are for. To reject the X-card because it is used [I]after[/I] a player has a problem is to assume that pre-game or between-session safety tools can perfectly catch every problem. They literally can't. So you have to have something in place for during-session problems. By definition, those can only be use [I]after[/I] a player has an issue. The alternative is to ignore that player's problem and trauma during the session, likely continuing along the same track and making that problem and trauma worse. Putting off dealing with that until between sessions is still dealing with it [I]after[/I] a player has a problem. You're just putting the flow of the game over the additional problem and trauma that could have been avoided by pausing when the problem came up during the session. [/QUOTE]
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