So, the latest development blog for the new version of Changeling, and it's about Storytelling, and it's here: http://theonyxpath.com/storytelling-changeling-the-lost/
In this, she reveals some ideas from other RP groups and icons on how to indicate intensity and discomfort in a scene. My purpose of this post is to see how this might be applied to a Mu*, or other text-based online persistent platforms.
First, the text:
LINES AND VEILS
A classic safety technique originally described by Ron Edwards, Lines and Veils allows players to pick and choose what they want to address in the chronicle. Before game, the Storyteller should prepare two sheets of paper. Label one “Lines” and the other “Veils.” Lines are things that will absolutely not be touched on in the chronicle, not even mentioned in passing. Veils are things that can happen, but will not be played out, and instead addressed with a “fade to black.” The Storyteller asks players what they’d like added to the lists, and notes that the lists can be edited at any time. Veils can be moved to Lines, Lines can be moved to Veils, new Veils or Lines can be added, or Veils or Lines can be taken away (with the consensus of the other players). Veils and Lines cannot be used to cut out antagonists (i.e. “I don’t want the True Fae to be a part of this chronicle at all, not even mentioned in passing”) but can be used to restrict antagonists’ actions that might be uncomfortable for some players (i.e. “I do not want the True Fae in this chronicle to use sexual violence”).
Common Lines: Sexual violence, explicit depiction of torture, force feeding, starvation, mutilation, racial slurs, gender-specific slurs, spiders, trypophobia-inducing imagery, needles, bestiality, explicit depiction of bodily functions
Common Veils: Explicit depiction of consensual sexual activity, torture, emotional abuse, physical abuse, body horror, human experimentation, dream or nightmare sequences, childhood memories, prophetic visions
FADE TO BLACK
In a movie, when the hero is just about to get into bed with her love interest or be “forcibly interrogated,” sometimes the camera cuts away right before the action — occasionally with a moan or a scream included as appropriate. This technique is called “fade to black,” and can be used in your chronicle as appropriate. If you don’t want to narrate every caress of a love scene or the weirdness of a changeling’s personal nightmare or the agony of Faerie torments, simply fade to black and focus on another scene. A player can also request a fade to black if they are uncomfortable with what is happening at the table.
THE STOPLIGHT SYSTEM
This is a relatively recent technique and was pioneered by the group Games to Gather. The Storyteller lays out three different colored circles on the table: red, yellow, and green. Each color indicates a response to different levels of intensity. Green means “yes, I am okay with and encourage the scene getting more intense.” Yellow means “the scene is fine at the intensity level it is now, and I would like it to stay here if possible.” Red means “the scene is too intense for me in a bad way and I need it to decrease or I need to tap out.” Players can tap the colored circles as appropriate to indicate to the Storyteller what they want or need at that moment.
The Storyteller can also use the stoplight system to ask the players if they’d like intensity increased or decreased as necessary without breaking the narrative flow. To do so, the Storyteller can repeatedly tap a color — green for “more intense,” yellow for “keep it here,” and red for “do you need me to stop?” The players can then touch a color in response. Players can also respond by saying the color in question out loud.
THE X CARD
An up-and-coming technique, especially in storytelling-game circles, the X card was designed by John Stavropolous. The X card is fairly self-explanatory. A card or sheet of paper with an “X” drawn on it is placed in the middle of the table. At any point, a player or the Storyteller may touch the X card to call a halt to any action currently making them uncomfortable in a bad way. If they would like to explain themselves, they may, but it is absolutely not necessary and the Storyteller should continue play once everyone is settled back in.
THE DOOR IS ALWAYS OPEN
This is another technique that needs very little explanation. If a player needs to stop play for any reason, they are free to do so after giving the Storyteller a heads up. The chapter (game session) is then on pause until that player either returns or leaves the premises. Storytellers should use this technique either in conjunction with other techniques, or during sessions where players may have to leave abruptly for personal reasons.
Now, the question: Besides Fade to Black (which should always be available to everyone, always) and The Door Is Always Open (which I think is common sense), which method do you think would be best for our hobby?
I am leaning toward Stoplight. It's more nuanced than a straight-up yes/no, and doesn't push players to wait until they need to stop. It does, however, mean more fiddling with commands and keeping track of things.
Thoughts?