Some games (particularly indie games) can allow players and GMs to introduce sensitive subjects into the narrative. Is it possible for games to handle potentially triggering scenes or plot threads without ignoring a player's limits?
I have obsessively written and rewritten this post several times. This is a really important subject to me and to a lot of people and I want to do it justice without implying that there's only one way to handle this properly.
Some of the main ways used to try to prevent pushing anything beyond a player's comfort in tabletop gaming are lines, veils and X cards.
Lines: Are set at the start of the game (although can be added to later). This is where the players, ideally facilitated by the GM can decide "I'm not comfortable with this topic, I don't want it in the game for any reason". (For example, you may decide that abuse shouldn't occur in the game).
Veils: Are also set at the start of the game (and again can be decided later if the need arises). If something is set as a veil then it may occur in the game but it won't be described in any detail. (You may decide not to describe sex scenes in Monsterhearts for example).
X cards: Another way to do this is using an X card (and this can be in in addition to the lines and veils discussion). The GM draws an X on card and if anyone feels uncomfortable then they can hold up the card, and the GM or the player who is talking at that moment will move away from the subject.
GMs who do this are great. I've seen it used in cons and I've seen it used in private games and it suggests a consideration of the player's private life and a commitment to the enjoyment of the game.
So, are they a total solution? I don't think so. Personally I had an experience where something triggering came up in a game and I wasn't able to verbalise that I was having difficulty with the topic. It's hard to explain why I acted the way I did and I'm not sure that I understand it myself. The GM gave me two options after a bad roll and the non- traumatic one made complete sense for the character's personality. Except that something about the phrasing and the framing and the fact that I didn't expect it made me unable to stop my character being abused in the game, although I easily would've been able to. This then bled through to my real life and left me feeling a bit vulnerable for a day or so. (This was absolutely not the GM's fault – I gave no indication that I felt like that and hadn't made him aware that abuse was a line - I hadn't realised it was.) If it happened again I would like to think I would get up from the table until I felt calmer.
There have been times when I have been unable to express at the start of the game that something is a line for me. It's not so bad around friends but with strangers there's something about it for me which feels like I'm telling people things about myself that I don't want them to know. It can feel like there's shame attached to some types of trauma sometimes. (This is not advice – if you are able to you should absolutely talk about where your lines are at the start of the game – you have no reason to feel ashamed).
Someone suggested to me for a game I designed that I could use a Microscope type palette, which means each player says explicitly what they want and don't want at the start of the game. It may be easier to say 'I want dragons and magic in the game and I don't want there to be time travel or sexual abuse'.
Maybe.
And to complicate matters further, the subjects that upset me aren't always upsetting in game. A lot of it is in the framing. And sometimes playing out subjects which are a bit painful and personal can be cathartic, particularly if I'm aware in advance that they're going to be in the game. There is something that draws a lot of people to games which explore the darker aspects of life. There are many enjoyable lighter games too, but there a lot of games that make you feel something stronger, almost painful, in the moment and that isn't a bad thing.
I have no solutions. I really wish I did. All I can say is that players – if you think a game is going to contain difficult material try to let someone know (even if it's the GM in private). If something comes up which you find too painful or triggering you can say stop and no one should ask why and the game can move on to something else. (If someone else says stop when you're the one speaking please don't ask why – just move on.) Put your mental health first and leave the table if you have to.
GMs, please try to look out for your players. I know it's difficult and you can't read someone's mind and if you want to make a game scary, or gritty or hard-hitting you should absolutely do that. (I say this as someone who is planning a hopefully uncomfortably scary Cthulhu Dark game so I may be a bit biased). But if a player looks distressed it would be good if you could try to check on them, maybe discretely while you're taking a break and if someone is really anxious they might need to leave the game early. Please also consider if a discussion about lines and veils, and / or X cards is needed for your game, particularly if you don't know the players very well.
We are all in this together. My experience of role-players is that we look out for each other. Please lets look out for each other when things are difficult.
If you can, it's good to gather in lines and veils anonymously, I think -- have players write them on a bit of paper and pass them to the GM who compiles them into a list, rather than people having to announce them individually. Or if you know beforehand who's going to be playing, gather them by email.
ReplyDeleteAlso, are you familiar with Cut and Brake? -- good techniques for dealing with difficult material if it comes up unexpectedly. Although you do have to really empower players to use them, because I think instinctively people are wary of doing so.
Thanks, I wasn't familiar with cut and brake but a couple of people mentioned it. It seems more efficient if you can, as you say empower players to use them. I almost wonder if they would be better as hand signals or cards so that players could use them without having to announce them to the whole table?
ReplyDeleteAnd yeah, writing them anonymously and passing them to the GM is a good idea too.
Mm, I think that was the idea of the X-Card, it's basically like a Cut except you just have to show a card so it's felt to be a lower hurdle and more usable.
DeleteLike you say, though, it's always going to be more difficult with strangers, or people with whom one isn't generally comfortable.
Yes, that makes sense. Not such a problem with people you know and who know you (well hopefully) but it's always going to be difficult with strangers and I'm not sure how to solve that problem. I can imagine people might be a bit wary of using brake if it stops play entirely? Not that they should be - I can just imagine that it might play out like that.
ReplyDeleteAbsolutely, that unwillingness to stop people's fun really is a problem. I think the preparation needs to make clear that no blame or criticism will attach (and all theplayers have to sincerely agree to that) and that the person doesn't have to explain or defend themselves. And you have to practise 'moving on' from a cut or brake beforehand, as well as making one -- so people can see how the game can be resumed painlessly, it needn't be a juddering halt.
DeleteBut it does still come down to trusting the other players to be supportive and understanding, which is always going to be a risk if you don't actually know them. I guess at eg. Indiemeet you're more likely to be able to trust (in this way) random people you sit down with than at eg. Conception, but never 100% so.
I guess as a GM you could practice with the players. I have a friend who talked about going to a convention and standing opposite another player. They walked towards each other til 1 shouted brake and practiced this a few times with a few different people. I should imagine people who were up for spending time doing that and understood the necessity of it would be more likely to be supportive. In a way
ReplyDeleteI'm part of the problem - sometimes as a player when I don't suggest any lines at the start of the game it's because I know and trust the players and / or feel in a good enough space to explore darker subjects, but sometimes it's because I don't want to be known as the person who can't deal with sexual violence. And I need to get over that.
Mm, preparatory exercises like that one have become pretty common in larp, but are still really unusual in tabletop I think. That might change though with time, as more people see the value of them…
ReplyDeleteI have once or twice deliberately requested Lines that I didn't really feel I personally needed, just to take the pressure off other people feeling that they had to be the first to speak up, about something that actually was important and difficult to them. Which I don't know if that really was helpful or not (or if it was sensible or not) tbh, but I felt that the players who are experiencing less Line-related anxiety should be doing something positive to support and make it less stressful for those who may have serious personal concerns like you mention.
I wrote a bit about this topic on my own blog last year ( http://blog.ukg.co.uk/anonymous-lines-veils/ ) but I should probably do so again, good conversations like this one help the thoughts move on!
Yes, it's helpful to consider even if we don't come to any new conclusions. And I liked what you wrote on your blog - at least I'm not the only one who has the 'shall I say that this is a line or not' moment.
ReplyDeleteI've found it helpful (or at least a relief) in the past when a player has requested lines I've not been sure whether to request. And I think it's a really supportive attitude if you're doing it specifically to create a safe space.
The other issue I think people can experience is a kind of doubt 'will I be OK with this or not' and knowing someone else isn't makes the decision easier.