@ganymede said in The limits of IC/OOC responsibility:
The second is to force an outcome on a player's PC against his or her wishes, even if its etiology is sound. This is not always reasonable.
Conceptually, I break this down in a couple of ways as a means of determining both reasonability and consequences, and it's folded into other processes more than it is an ICA=ICC policy as such. Some of the consequences aren't IC, either; sometimes they're OOC.
This is my mental flow chart:
Is the thing the character trying to do physically possible in the game world?
NO: Then it doesn't occur.
(This is things like a mundane human being
suddenly learning to fly for no reason, etc.)
Has it already been role-played?
NO: Then it doesn't get role-played;
staff says 'No, that will not happen,
it is impossible, do not role-play that.'
YES: Then it gets retconned without exception,
and the player gets a warning
to not break reality itself again.
(This is technically an OOC consequence, either way.)
YES: How disruptive to the reality of the setting for other
players is the action if there are no consequences for it?
As in, does it fundamentally change the setting in an
important way for all the other players
if there is no reaction or consequence?
NOT AT ALL: Go ahead, have a blast!
A LITTLE: Probably fine.
Consequences should be minor anyway,
and should always be negotiable.
This is things within the norms of the setting,
but it is known this behavior entails risk.
Example: someone starting a bar fight in a modern
day real world setting; maybe nobody reports it,
maybe they get a sympathetic cop, etc.
UH... : Proceed with caution, because there will be
consequences of some kind for this activity.
Consequences should be negotiable.
This is things that are notably outside the
norm for the setting.
Example: someone walking down the street naked on the regular
in a public place, maybe they get thrown in jail
overnight to sleep it off, maybe they become a
subject of gossip
SHIT: Proceed with caution, and know that if this activity
is discovered, consequences for it WILL exist in the game
world, and may be severe.
Consequences can be negotiable, but will exist in
some notable form.
Much less room to minimize the consequences.
Examples: manslaughter, major violence
OH SHIT: Proceed with caution, and know that if this activity is
discovered, major consequences for it WILL exist in the
game world.
There is some room for negotiation here,
but not very much at all.
Examples: use of secret supernatural powers in front of
many mundanes with evidence of this,
murder in public view, destroying a grid zone
FUCK ME: Proceed with EXTREME caution if at all, because this will
fundamentally reshape the landscape of the game for all the
players on it, who signed on to play something other than
what this is going to be after this occurs.
Staff-side 'no' is a very real option, as is retcon.
Examples: documented use of supernatural powers in public
spread all over the news that change world-wide
awareness of the supernatural,
detonating a nuclear device to take out the grid...