providing a few predefined options for you […] instead of you having to find the words to explain how uncomfortable you are and what you want the solution to be.
i’m speaking from my experience with script change. it’s a low-friction, consistent way for anyone at the table to communicate both how they’re feeling and an explicit, specific resolution/action that is known to all players with the agreement that no one *needs* to get into details or explain themself. if something shockingly uncomfortable happens, it’s much easier to reflexively lift/tap a card, or type 2 – 3 characters in the chat, than it is to abrasively yell ‘stop!’ and then try to discuss it over.
i’ve seen cases where someone yelling to stop was interpreted to be IC. or that they were just ‘caught up in the moment’. (this is the reason for safewords; the cards are known to be meta/OOC.) or they didn’t completely know where a scene was going, but they had a suspicion, but they didn’t want to disappoint the group, and player safety wasn’t a part of the pregame discussion so they didn’t know how to express their discomfort and froze. the misunderstanding always only lasted some seconds, but it always lasted a few seconds too long for the person in discomfort. if it needs a discussion: ‘pause’ and take five to talk with the GM or another player privately.
in every group where player safety is discussed and safety tools are used: i’ve never seen a scene get far enough to make someone uncomfortable, and it rarely impacts the flow of the game.
Hey, thank you for explaining! I totally missed the safeword-like utility. And as someone whose primary discomfort that might arise in a TTRPG would be solved instantly by closing my eyes (can’t do gory pictures, detailed descriptions are fine though) I didn’t even think of the speed-to-a-solution aspect. Appreciate you taking the time to help.
[…] and player safety wasn’t a part of the pregame discussion
I think you hit the nail in the head here. The pregame safety discussion is the key part. That’s what primes everyone to engage without judgement when they feel uncomfortable.
And all the safety tools seem to focus too much on how this is achieved, when the focus should be in the prep. What does a traffic light card achieves that lines and veils can’t do better? A GM can easily miss a tap on a card when they are trying to improv on the spot while moving the narrative forward. It’s much harder to miss a verbal request.
it’s like you wrote:
i’m speaking from my experience with script change. it’s a low-friction, consistent way for anyone at the table to communicate both how they’re feeling and an explicit, specific resolution/action that is known to all players with the agreement that no one *needs* to get into details or explain themself. if something shockingly uncomfortable happens, it’s much easier to reflexively lift/tap a card, or type 2 – 3 characters in the chat, than it is to abrasively yell ‘stop!’ and then try to discuss it over.
i’ve seen cases where someone yelling to stop was interpreted to be IC. or that they were just ‘caught up in the moment’. (this is the reason for safewords; the cards are known to be meta/OOC.) or they didn’t completely know where a scene was going, but they had a suspicion, but they didn’t want to disappoint the group, and player safety wasn’t a part of the pregame discussion so they didn’t know how to express their discomfort and froze. the misunderstanding always only lasted some seconds, but it always lasted a few seconds too long for the person in discomfort. if it needs a discussion: ‘pause’ and take five to talk with the GM or another player privately.
in every group where player safety is discussed and safety tools are used: i’ve never seen a scene get far enough to make someone uncomfortable, and it rarely impacts the flow of the game.
Hey, thank you for explaining! I totally missed the safeword-like utility. And as someone whose primary discomfort that might arise in a TTRPG would be solved instantly by closing my eyes (can’t do gory pictures, detailed descriptions are fine though) I didn’t even think of the speed-to-a-solution aspect. Appreciate you taking the time to help.
I think you hit the nail in the head here. The pregame safety discussion is the key part. That’s what primes everyone to engage without judgement when they feel uncomfortable.
And all the safety tools seem to focus too much on how this is achieved, when the focus should be in the prep. What does a traffic light card achieves that lines and veils can’t do better? A GM can easily miss a tap on a card when they are trying to improv on the spot while moving the narrative forward. It’s much harder to miss a verbal request.