@faraday The game I'm planning has a setting that involves chattel slavery, forced prostitution, murder, rampant sexism, racism, and homophobia, death cults, spirit possession, death from horrifying diseases, children being sold to brothels as early as the age of 8 in its era (though this WILL NOT BE happening on grid it does happen in the larger world and is known to be a thing).
Yeah, I have to actually consider this and how it can affect people, because as the creator of that game world, I do feel I bear some responsibility for what happens to the real people who play on it and the quality of their experience while they do so. I care about them having fun, and not having every possible landmine (and there are many potentials) stomped upon. Providing people with tools to moderate amongst themselves in a comfortable way is something I consider important. Prefs are a part of that. Labels are a part of that.
I do actually consider this to be a pretty solid list:
Trigger/Content Warning List: (only slightly modified from the tumblr list)
Rape and Sexual Assault
Abuse (physical, mental, emotional, sexual)
Child abuse/pedophilia
Animal cruelty or animal death
Suicide
Excessive or gratuitous violence (heavy gore)
Depiction of pornography (including child pornography)
Incest (including any and all elements of romantic or sexual relationships between family, tonal in theme, thought, or activity)
Kidnapping (forceful deprivation of/disregard for personal autonomy)
Death or dying
Miscarriages/Abortion/Forced Pregnancy
Torture
Slavery
Extreme and extended heavy focus on an *ism (sexism, racism, homophobia) in the plot or event (examples: an actual hate rally, the investigation of a gay bashing, people being kidnapped as slaves with the constant assertion they are less than human, etc.)
I don't think this list is so hyperspecific that it should present a problem of requiring people dance on eggshells at all times lest they stumble across that secret hidden giant rabbit phobia, and it covers the major common umbrella issues that tend to raise widespread objections or discomfort.
I also do not think that someone saying, "Hey, the baby seals!" is reason to tell others they are not allowed to do that thing; it's a reason to tell me 'hey, there will be those baby seals in this, so unless you want to suck it up, don't show up to this one' -- which is totally fine because not all scenes are for everyone, and that is OK. The entire point of labeling things and setting up clear personal preferences is to allow people to, on their own, seek and avoid the things they want out of their play experience. Say somebody really loves playing an abolitionist -- and wants to be a spy in a slave trader's camp. That means they're going to be immersed in some subject matter that a number of players would find very uncomfortable and objectionable. I do not believe in denying that player the opportunity to explore that storyline with others who would also have a lot of fun telling that story together because of the people who don't want to participate in it themselves.
@Thenomain My take on it isn't quite that. The above sums it up a bit better, I think.
Mature themes require maturity and consideration from everyone involved. It isn't all on the players, it isn't all on the GMs, and it isn't all on the staff. Everybody has to do their part to adult if you want a setting populated by adults.
@Ghost Again, this is why labeling things is relevant. Labeling oneself, labeling a plot, labeling how the game is going to handle a thing. No one is suggesting that people fly blind. Generally speaking -- and the files say as much -- most people are not assholes and if they know something is an issue, they won't go there. Most people who step on a land mine are blown up, too, and while they may not be going through a flashback, they are not exactly feeling good about it, either, and they wouldn't have done it if they knew it was there. Giving people the ability to say: "Hey, this is my thing, please don't go there." is granting them a powerful tool to express their wishes in a non-confrontational, non-emotionally explosive moment, in which they are likely to be considerably more clear-headed and rational and sensible.
@mietze Here's the thing with that. If I have no idea about content, I apparently will have to assume the worst about <subject>. <subject> is potentially damaging to me. You are a complete stranger. You may or may not be around a lot. Approaching you to ask about the content of your plot or event, in regard to things that I may not even want to have to think about enough to have to ask about, is not easy.
I will tell you what, I've been a lot more open with a lot of the stuff I've gone through on this board than many folk would be, but I actually never had told the entire story of what happened in a certain incident in my life until 20+ years after it happened -- not in voice, not in text, not even in some private journal somewhere, because it is private and traumatic to think about, let alone have to approach someone to try to broach the subject of it with them. I had to write it out over a period of days, and link it to someone in order to open a discussion about it, because it had, unfortunately, become relevant that they understand all the uncomfortable details. I think you're a wonderful person, and you're among the handful of folks I genuinely trust in this hobby, but I don't know you well enough to share that experience with you. Even my husband only knows the rough overview of events of that particular issue. People have stuff that's buried. It is not always easy for them to discuss it. Sometimes even bringing up that they have an issue at all can be uncomfortable. Being able to do so in as non-confrontational and composed a way as possible, over whatever period of time it requires for them to do so in whatever level of detail they find appropriate, is something I feel is valid enough to make it an available option. I do not find it childish or immature or weak, and I also don't think it eliminates the need for further conversation in many instances. If someone is unwilling to engage in that conversation at all, yes, I do think you could have a problem.
However, if I see a plot or event with the 'rape' box checked in it? I don't have to ask. I know to not show up.
I can write: "I do not do rape plots, please do not involve me in these themes," in my preferences -- and barring massive public scenes where it gets mentioned by somebody in a crowd, it is probably not going to come up and it's even more unlikely to just happen right in front of me or to my character. Generally speaking? People are not going to bring that up around me if they are aware, which I will appreciate.
The game can make a policy (like the common one a lot of games have re: 'for <subject>, consent is required to involve someone') re: rape, though similar themes are sometimes singled out like this elsewhere. Arx's take on sexism is similar; they just altered the setting rather than make policy to govern it. I don't believe in stripping it out of the setting -- read: making it unavailable to everyone -- just because some people find it objectionable.
In order to do that and ensure as comfortable an experience as possible? Yeah, I do think everyone has to do their part. It's important for that to be as comfortable as possible for not just me and my way of doing things, or you and your way of doing things.
@Thenomain re: mission statement: this is what I came up with for a main page. It's not the theme file, it's not the setting file, it's not a policy file.
Here Be Dragons is first and foremost a collaborative roleplaying environment. We're here to provide a cooperative framework for people to tell stories together in a game setting based on the Golden Era of Piracy in the Caribbean with a supernatural twist.
The game uses an original system, designed for a persistent multi-player online game world. The system helps establish the strengths and weaknesses of all of the characters in play. It is designed to be easy to learn and use in play, and to allow players to select ways in which their characters are distinctive if not truly unique in their abilities and individual characteristics.
While our setting is historically-based, it is not designed to be a strict historical recreation of the period. On the whole, player characters are exceptional by default. This means the unusual, the atypical, the unique, and the different will be more common among player characters than they would be in a realistic depiction of the era, even in the permissive setting that has been chosen as the primary focus of the game world.
I think that covers a lot, but the first paragraph is really key. I think the approach I aim to take, and have described, supports that statement pretty well, and supports the kind of community I want the game to have.