Though a lot of what's there is what I'd consider 'straight blunt plain talk', more thought went into going that route than might be expected.
It's worth noting at the outset: I don't expect everyone will agree with the conclusions I have come to about it, or the choices I've made because of them, but I will lay that out here.
I went with: "This is how people talk around every gaming table I've ever been sitting at amongst themselves since the 80s, and amongst ourselves at every LARP team I was involved in from in the 90s."
Mostly: talk like people from square one. Set up the expectation that people are going to talk like people in this space. Not like abusive jackasses. Not like humorless robots. Not like customer service asskissers. Like people.
This means that when people talk like people on the game, nobody's suddenly shocked. Nobody is surprised when someone cracks a joke or has to wonder if, 'hey, they cracked a joke, are they making fun of me?'. No one is surprised when someone uses profanity, and thinks this automatically implies hostility or anger. No one has to wonder if there's some extra special meaning, or personal bias, or implied cruelty, or preferential treatment, if someone says, "I love that!" or, "That's shitty, let me see what I can do."
Because people have and do talk like this, and if the expectation has not been established that, yes, people are going to talk like this, the contrast between robotic polite nebulous hard data and normal human interaction with other humans becomes a needlessly uncomfortable question mark that people will read things into to everyone's collective detriment over time.
There is a genuine need for nebulous areas where something either isn't covered already and is a new issue, or is a judgment call. I am not someone who subscribes to the notion of 'don't be a dick' covering all the bases. Some of the reasoning is above, but there's a bigger part of it, too: without at least some foundations of what those behaviors entail, you have three potential problems:
-
Every instance of dickery needs to be a committee discussion before action is taken, at least to some extent. This delays solutions and allows problems to linger. It also leads to less consistency, which is a problem unto itself.
-
Players have less understanding of what they should rightly be bringing to staff attention in the first place. Considering some of the things we do get complaints about that are not actionable and are not dickery -- there's stuff on that, too in there -- it's important for that frame of reference to exist.
-
The more nebulous the policy, the more arbitrary its enforcement is going to appear, and sometimes, actually be. Both of these are big problems in ways that are pretty self-evident.
I would rather lay shit out up front than spend my time arguing every call someone on staff makes re: 'don't be a dick' here because someone doesn't think they were properly informed about what that actually means, or that it was simply arbitrary, or it was unfair because they didn't realize we thought that was dickish and so on. That's such a waste of time and energy, and is quite toxic in its own right.