ForceUser
Explorer
Once when I was 18, I DMed a game in which a group of NPC thugs attempted to subdue and rape a female PC. I thought I was being clever, mature, progressive; a good DM. I wanted my player to trounce the thugs in an act of, I don't know, heroism, independance...pro-feminism perhaps. I thought she'd enjoy putting the miscreants in their place.
Instead, my player was deeply offended, but I didn't find out until her boyfriend paid me a visit some days later and confronted me. When he explained why he was there, I was surprised, embarrassed, and sorry for the distress I had apparently caused her. The three of us patched things up and remained friends for the rest of the year until we graduated high school and went our separate ways in the world, but that episode taught me a lesson.
You have to be very careful when introducing volatile subject matter into a campaign. First and foremost, your players are playing to be entertained. Some of them want to play light-hearted fantasy, others may be looking for something darker. Take the time to get to know your players before you spring shocking or vile material on them. If you're DMing a group of strangers, talk with them at the table, or individually, and explain that you want to run a game with mature subject matter from time to time, and make sure that's okay with them. If five of your players don't mind but the sixth doesn't want to deal with "realisitic" evil, then you shouldn't run it. Or that player should look for a game that suits them better. Or the two of you should come to a compromise. Whatever. What's most important is that you communicate and let people know from the get-go what your plan is for your game. It can save you from having to deal with uncomfortable situations like this.
Instead, my player was deeply offended, but I didn't find out until her boyfriend paid me a visit some days later and confronted me. When he explained why he was there, I was surprised, embarrassed, and sorry for the distress I had apparently caused her. The three of us patched things up and remained friends for the rest of the year until we graduated high school and went our separate ways in the world, but that episode taught me a lesson.
You have to be very careful when introducing volatile subject matter into a campaign. First and foremost, your players are playing to be entertained. Some of them want to play light-hearted fantasy, others may be looking for something darker. Take the time to get to know your players before you spring shocking or vile material on them. If you're DMing a group of strangers, talk with them at the table, or individually, and explain that you want to run a game with mature subject matter from time to time, and make sure that's okay with them. If five of your players don't mind but the sixth doesn't want to deal with "realisitic" evil, then you shouldn't run it. Or that player should look for a game that suits them better. Or the two of you should come to a compromise. Whatever. What's most important is that you communicate and let people know from the get-go what your plan is for your game. It can save you from having to deal with uncomfortable situations like this.