@greenflashlight said in Reporting Roadblocks: Denial, Fear, Shame, Guilt, Embarrassment, etc.:
I consider 'want' a pretty useless word that I no longer treat with much respect in my personal usage.
Here's the thing: want is a useful word. It has a real purpose.
You speak a lot about what you don't want. I mean, the obvious thing here is semantic and basic logic; without want there's no don't want. The less obvious, but I think perhaps more important thing, is that boundaries can be expressed very effectively with the word want.
Example:
I don't want an investigation of this.
vs.
I want this problem to stop in a way that does not expose me to further discomfort, risk, or personal violation. I want to feel secure, comfortable, and respected here, and I want to heal.
Again, I'm not inclined to speak for anybody else here, but I'm pretty sure the folks who are or have been staff here would agree that we can't do much with the former. We can do a hell of a lot with the latter.
If you start an investigation against my will, then I'm forced to assume an investigation is the thing you want rather than to respect my wishes, since in this example they're mutually exclusive and you didn't choose another path toward your goal of chasing your prey.
No, you aren't actually forced to see it that way. You're actively making the choice to see it that way, and that is actually something you have to personally own.
The presentation of staff as predator in this instance is somewhat disturbing, though.
The accused is the end you're pursuing, and I'm the path you're stepping on to get there.
Except, to staff (by which I consistently mean 'staff who give a fuck and have an actual soul', not the lunatics with wizbits out there), this is not the case at all. Not by a mile.
The end they are pursuing is a game that is not a free-range hunting ground for predators.
The path they are pursuing is putting boot to predator ass when those predators are identified and slamming the door behind them, not grinding that boot to your neck to force evidence out of you to identify quarry on which they can then predate.
I say this as respectfully as I can: if this really is how you perceive the matter, yes, the coping mechanism of just stepping away from the entire game is probably the best course of action for you personally.
I perceive harassment mostly as a violation of personal sovereignty; as a theft of personal boundaries. My goal is to heal that breach by allowing boundaries to be reestablished under the victim's control.
Here's the thing: staff can help you with that. They can't do it for you, and there's a difference between helping and doing it for you that's important. Now, it's going to depend on the staff, and on what policies they have about such things, but many games allow for this.
Many games have things that allow someone to block pages or @mail from other players to stop private OOC communication from that person, and that's something a player can do entirely on their own to stop unwanted communication from someone.
And that is possible whether or not someone has tried 'Hey, not cool, knock that off.' From what I remember of your case, you did take the 'hey, knock that off' step, which is laudable, because it is setting a boundary. Not everyone does that, and while I don't consider it a required step nor do I think it should be a required step, it's a good one to take. (That you did this suggests you're not just leaving this all up to staff to do for you, pretty much, and that's awesome on a number of levels.)
Now, there's a reason the 'knock it off' or 'leave me alone' step is awesome -- and I think it's a way that might be especially helpful to you from what you're describing here.
While there's argument sometimes about how it gets implemented or managed, many games have what's known as a 'no contact' clause. It's basically a formal statement that (generic) you and somebody else will not knowingly communicate IC or OOC on a game.
This is something you can ask for from staff, and here's the thing about it: when it comes right down to it, you don't often need any elaborate reason or evidence. "I don't want to interact with Bob, he makes me uncomfortable," doesn't require any more than that. And most games, you don't even need that. "I don't want to interact with Bob, he's a jerk," or "I want a no-contact with Bob, he was awful to me on another game entirely and made me completely miserable" works equally well, same with plain ol' "I don't want to interact with Bob <no reason provided>." There's no investigation there whatsoever, staff's just going to slam the wall down for you and help you enforce it as needed.
You can choose to explain, "I was talking to Bob and asked him to stop doing X; he wouldn't stop, so I'm asking for no contact with Bob" if you want to. If you want to be super awesome, you can send a log of sending a page to Bob to that end and whatever, if anything, his response was.
There's no prying and no invasion there. There's no stepping on your neck.
Is it possible that Bob gets banned over that? Sure. For all you know, you're the third person that day asking for the same thing, possibly for the same reason. He's banned for his cumulative impact on the game, though, not because of your request.
If I have to choose between letting a predator go and violating the trust of an already damaged victim, I'll let the predator go every time, because the idea of hurting the victim more in order to buy safety for the next person is abhorrent to me. I don't believe in buying a third party's safety with a victim's pain. In my personal hierarchy of sins, that kind of betrayal is in the top three. It offends me on the deepest level.
@ixokai addressed this well, so I'm not going to repeat what he said.
One of the core principles of being a member of staff is that all players on the game are important. All of them matter, no matter who they are, what they do, what they've done, what's been done to them.
Ultimately, the target is not even more important than even the accused -- as they both have some rights, even if one is given the benefit of the doubt. (That's what an investigation is actually about, if one exists. More about that in a sec.)
What you are asking here is to make the target, based solely on their word, more important than literally every single participant on the game combined. They are now the most important person on the game, full stop; their needs and wants are placed above every single other individual present. Not just any given staff member, but all the staff. Not just any other player, all the players. Everyone.
You are asking someone to demonstrate a stunning measure of favoritism to someone based solely on their word that something -- that they do not wish to speak about, be questioned about, or provide evidence of any kind to support -- occurred, and put their wishes and well-being above those of everyone else.
No.
No, that's a mile past the ethical line.
I think that the way to get a victim's cooperation is to earn their trust by giving them back the power their attacker took.
This is not possible. I don't mean 'it's not staff's responsibility to do this ever', even though this is also true, I mean this is not actually possible.
Nobody can give that back to you.
You have to take it back yourself, claim it, own it.
That's the only way it works.
Staff can help you defend that line if someone tries to cross it again, but they can't give you that.
If you become their friend, then they will be willing to align their goals with yours if they can; to use a personal example, I never would have told the staff of United Heroes one word about my harassment if it hadn't been for my friend Prototart needing me to (not that it ended up doing any good, but I had to try).
Staff isn't there to be your friend, though. That's what your friends are for. I mean, you may have a friend who is also staff, but it's not staff's job to be besties with everyone -- that is a gross violation of their boundaries, and you're not entitled to be someone's bestie just for doing the equivalent of showing up at their front door.
Maybe I'm the only person who thinks the victim should be prioritized over the criminal
What you're missing is that the target is being prioritized over the predator. One remains welcome in the community, while the other is excised from it. The target is simply not being prioritized over the entire community as a whole in every way, which is staff's core responsibility.
There are reasonable arguments to have about 'by the numbers' approaches that go the other way, too, and people have seen damage done because of this. For instance, if the predator is an active scene runner, 'the numbers' suggest not getting rid of the predator at all, but kicking the target to the curb if they are not as 'by the numbers' generative of activity as the predator.
Again, maybe I'm speaking too broadly, but I can't imagine any of the people speaking up in this thread giving the first fuck about how much activity a predator is generating for the game if they're identified as a predator and thus are a danger to the game's community that should be removed.
So there are some objectionable 'by the numbers' arguments people have had over time, most of which boil down to the above, but 'ignore the well-being of everyone to focus on one person's needs above all others and allow an abusive party to freely abuse others' is just not one of them.