@derp said in Sensitivity in gaming:
People use claims of traumas to try and tip the story away from situations that would disadvantage their characters. I think being skeptical is perfectly reasonable, and my general reaction to that is to give players a 'graceful out' to the story if they do not wanna participate.
This is where I sit. If I am running a scene that someone wants out of, that's cool. I'm not going to force anyone to re-live trauma because I want to tell a story.
I do not change the story unless there is a group consensus about it. I, and I'm sure a few others in this thread given some of the previous answers, have been burned by this as a manipulation tactic too many times now.
And this is the result. It is unlikely that I will pause or change a story for any one player unless the other players are okay with it.
That said, if there were a viewable form like the one Carma presented for players or PCs, I don't think it is unreasonable for a GM to look at who's attending an event and tailoring a story or uninviting certain folks based on the intended content. The purpose of this sort of vetting, in my opinion, is to avoid harming people, not necessarily changing stories to accommodate.
Of course, if the participants are all squicked out by the story to be told, then it might be a wise idea for the GM to change the story if they want to run it.
@lordbelh said in Sensitivity in gaming:
There is a point where being sensitive tips over into the death of creativity, and the end result is that the only thing you're either allowed to or feel comfortable writing about is your own little bubble. I think that would be unfortunate.
While this may be true as a principle, I think it is false in practice.
As a professional writer -- lawyers should treat writing as their profession -- one of the tenets is to tell a story that can reach and compel one's audience. If my story offends a jury, my client is fucked. In storytelling for RPGs, the same tenet holds true: you should be writing stories for your audience, which is your gaming group.
If a gaming group doesn't like a particular subject, then the tenet should compel their GM to alter the story. But that said, the opinions of one do not always reflect the opinions of all, so the tenet compels a GM to continue with the story if only a small portion of the group wants to leave it.
Where the argument falls apart in application here is that a GM who tells stories their audience dislikes is not going to be a GM for very long. Also, the analogy between being a GM and an author falls apart easily and quickly given the proximity between the two to their audience. If you want to write a squicky story, go for it; if you want people to participate in that story, you should be mindful of what goes too far.