Feb 4, 2021, 10:42 PM

I'll say:

I've been in gaming for over 20 years, and I've been GMing for a lot of that time. I've dealt with problem players and disruptive players, and plain icky players (like the guy who came to his first session and wanted to have me narrate him raping NPCs when I was a 16 year old girl - this was also his last session).

And I've never really had problems with 'sensitivity'. I've run some absolutely horrific scenes, too. One of my favorites was an series of events that led to a PC having to talk other PCs through cutting his arm off. Even on MU*s, I find that just taking a moment when you're pitching a plot to people to ask what they don't find fun, or if there's anything that they particular do not want to engage with right up front by itself cuts out 90% of problems.

You don't have to aim for 'not offending anyone', because you're never GMing for EVERYONE. But I feel like you should try to respect your actual players as people, and that's all I try to do. I don't want my players to have a bad time - and I don't want to game with people who enshrine 'telling their story' over people having a good time together. I always ask for feedback after running a scene, because that's good GMing. I want to make sure people had fun, I want to know what worked, I want to know what didn't work.

It's not particularly burdensome, because the outcome is something that I very much WANT: I want people to have fun playing in the world I make, or the plot I run. I want all sorts of people to have fun doing that - not everyone, because nothing's going to be for EVERYONE. But for as wide an audience as is appropriate for what I'm doing, and is feasible.

It's not even about 'empathy', primarily. I don't consider a game successful for myself as a GM unless everyone walks away having had a good time. Doesn't mean a perfect game. But if there's something that has actively worked against 'having fun' I want to know about it - for MY sake as much as anyone else. I want to be a good GM. Which means understanding what you're putting out there, and how it's landing. And when it's not landing.