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Here is the second and last part of the interview to Ron Edwards.
Lines and veils were a milestone in the RPG history, but nowadays thereâs an immense number of formal âsafety tools,â from the more specific to the more generic.
âFor all I know, some of those are perfectly valid,â affirms Ron, âThe one I will object to is the X-Card, which I consider crude, ineffective and misdirected.â
By the way, Edwards doesnât use the term âsafety toolsâ: itâs linked to some trends of the hobby culture he doesnât like. âOne beautiful thing that you might remember from that conversation with Keenan Kibrick is that, when people realize what line and veils are, they actually play outside the range they might have started with. Thatâs why I like calling them âdanger tools,â sometimes, just to reverse the terminology.â (This is a semi-humorous comment: itâs not a technical term nor any sort of formal vocabulary.)
About awareness
People advocating for formal âsafety toolsâ usually report that such tools create awareness: they inform everyone at the table that, for instance, they can stop the game, or say ânoâ to a certain content. Things that, afterwards, are often done, very interestingly, without using the formal tool anymore. This was told to me multiple times about the X-Card, for example: its presence is a vehicle for creating the right mindset, then, when needed, people speak up and discuss without really touching the card.
This last statement matches, to a certain degree, with Ronâs observations: he too asked, sometimes, to people adopting the X-Card if it was actually used in play, and the answer was: âthatâs funny, no.â
âThe idea was: we need something like the X-Card on the table because it puts everybody on their best behavior,â he continues âI donât really buy that. I donât think people are capable of functioning in that fashion. I trust people because I do things with them and we see how it goes. I donât give credit to a line of text or a piece of paper which claims that it makes the game safer: anybody can say it.â
About the fear of interrupting otherâs fun
Another thing that Iâve heard many times is that âsafety toolsâ remove hesitations or fears that make people refrain from speaking up. We often remain silent because of âpeer pressureâ or because we donât want to âbreak immersionâ or âruin other peopleâs fun.â Conversely, when the discussion about content editing is âcamouflagedâ behind ritual keywords and game procedures, people have the sensation that itâs still part of the game, so itâs not interrupting the activity.
âInside roleplaying culture, we created an artificial distinction between âinâ and âoutâ of character, which is extremely crude and inaccurate,â Ron observes.
He recalls what he said before: the medium of roleplay is listening and reincorporating, itâs not the record of what was spoken. Some people, he says, feel like theyâre the editors of everything that gets spoken at all times. Thereâs this feeling that if somebody says something in the wrong moment, theyâre going to ruin the âfinal cutâ that weâre producing. If we see roleplay like this, then âyes, itâs a fragile medium.â But it doesnât need to be like this: weâre not on air and we can openly talk about what weâre doing. We can comment, we can edit, and nothing bad happens.
About emergency handling
Another common claim is that âsafety toolsâ can handle stressful or harmful situations in the best way, because they are designed for that. To explain this concept to me, some people used an analogy with security protocols in case of earthquake or fire. During the emergency we canât rely on common sense: thereâs a too high risk of mistakes. Instead, we design a protocol in advance, and during the emergency we strictly follow the protocol to minimize the risk.
âI agree about that,â Ron says, âbut why does this standardized procedure have to be very similar to striking someone in the face? Thatâs what the X-Card basically is. I mean, a known procedure is a right thing, but canât we have a good one?â
Actually, his view emphasizes a shared vocabulary, much more than rigid procedures. âThereâs a reason why somebody, at the tables I play at, will say âlineâ or âveilâ: itâs a very clear statement, an understood one. Thatâs a great idea: letâs have some means by which we can communicate in play. Then we can go on from there and see how we do.â
Also, Ron sees no reason to equate the basic process of play with an incipient emergency. Here he is talking about a far less difficult or dangerous event than an âemergency.â If we observe emergencies during play, then we should probably not play together with these people.
About Luxton and tunnels
A quite special case, among the most famous âsafety tools,â is the so-called Luxton technique. I was interested in examples on how it really works, but I couldnât find any. Its description by P. H. Lee involves orienting the future content of the game in a specific direction: basically, the person who is having trouble is given full control over the development of that part of the fiction.
Ron is strongly against this. He also observes that Leeâs statements are not supported by any concrete experience of play, and cannot be taken seriously.
Instead, he expresses appreciation for the Tunnel procedure in Stonewall 1969 by Stefano Burchi. He has seen it during play, even though he doesnât recall the details to respect peopleâs privacy. âThere was no manipulation of the outcome, the content of play was not edited. It was actually about how we manage talking to each other. Thereâs a focus on the person who is having an emotional response, so that they continue to experience the troubling content, knowing that they can get through it.â
Itâs not (only) what you think
And now, the best part of the conversation.
Usually, when talking about these safety techniques, âit seems that the priority involved is to keep people from being hurt. You may notice that I never said that,â Ron says.
Sounds shocking? Wait for the rest.
âThatâs very much the distortion that was immediately put on top of the entire thing.â The idea that roleplaying is an inherently dangerous activity, so, first of all, âwe have to find a way to make sure we donât damage those people (notice thatâs always them, others: very patronizing).â
Another cultural problem is the assumption that there will be âbad actorsâ at the table: toxic people, who are going to hurt others on purpose. Thus, we need tools by which the rest of us can make sure that those people donât hurt too badly. But, Ron asks, âwould you go into any social, leisure activity with people that you presume being like that?â
A rhetorical question: of course not, I answer; Iâd never play with such a terrible person. Ron agrees. And he adds: if the social context is such that âyouâre worried to make yourself vulnerable to these people⌠you know, maybe you should stop going to conventions at all. I would understand: I donât trust a lot of the people there either.â
Interesting risks and aesthetic concerns
He is talking about making ourselves vulnerable, after all. Is it a way to recognize that this is, somehow, a risky activity?
âThereâs always a bit of a risk,â Ron recognizes peacefully, âsame as any other social leisure activity.â These risks âare real in many ways, but theyâre not like this: that playing hurts people, and we all have to be especially safe or else thatâll happen.â As he said before, we should abandon the presumption that we are sitting among bullies or other bad people, and that we are handling a fragile activity that needs constant cleanup and correction. Given that, there are still certain risks, and methods to deal with them are welcome.
âActually, I do think that there are interesting risks,â Ron says: we might want to go into territory that we find productively problematic, which much art does. Then, we should be doing it in some fashion, so it doesnât just become crap. âSo, yeah, there are tools to do that.â
âThere is a state of vulnerability, for having invested in the fiction so far, and then finding it going places that you donât actually want.â Of course, itâs normal for the story to take unpredictable paths: itâs an RPG, fiction is emergent, this is wonderful. The problem Ron is describing, here, is realizing that certain thematic or aesthetic aspects are not working for us, to the point that we canât continue enjoying the activity.
âLet me emphasize that Iâm not just talking about âbeing hurtâ: Iâm talking about any reasons,â he underlines. âTo focus on the traumatic aspect is missing the range of what Iâm talking about. Iâm not saying the trauma issue is absent, Iâm saying itâs only one of many things that we should consider.â For example, we might find something inappropriate simply because itâs gross, stupid or too edgy, or because it would make our fiction ridiculous, adolescent. âI think it makes a lot of sense to keep the discussion at the level of aesthetics, because, you see, weâre no longer talking about the rules.â
I find this to be a brilliant point. As players we have freedom to choose among the infinite things that the game rules allow us to do, and this naturally comes with a responsibility. Of course, there will be better and worse choices, in terms of the aesthetic judgement of the table: some will increase our enjoyment, some will decrease it, even drastically, for whatever reason. It doesnât mean that the solution is to introduce new rules, trying to make the second kind of choices forbidden.
There are also other problems, Ron continues, that we donât have a good vocabulary to describe.
âIn any bank of fiction in development, there are immutable things and mutable things. People can be very abusive by changing things, about a character, that another person would have thought were immutable.â And, yes, this can hurt. Along with other, more basic forms of offense: we donât have to forget about these, we can just see them as part of something wider and more complex.
Clarifying, not correcting
Now the question is: how can we deal with all this in a functional way? Letâs see how Edwardsâ tables do it.
âI think that, because itâs a dynamic phenomenon in play, we should be gentle with one another about finding these things. Iâve seen people in play say: âare you sure?â, or âIâm not so sure,â or âI donât really like this.â Without it being a silencing statement, such as: âyouâre a bad person, you broke the law, Iâm now hurt and bleeding, shut up!â â which is what the X-Card is.â
âThere are assessments and conversations that, rather than being corrective, are clarifying,â Ron explains. âCorrectiveâ means that someone has the fault of breaking things and now we have to fix them: itâs a confrontational approach. While âclarifyingâ means that we get to understand each other and then we continue, knowing that we are getting better at this.
âSo, yes, there are lines and veils, but letâs find them, letâs learn from one another. Donât forget: itâs not about winning an Oscar. What we are doing is going to evaporate, when weâre done.â So, if we donât do well this time, itâs okay: maybe weâll talk about it after the session, or maybe weâll reflect upon it by ourselves⌠and the next time will be better. âIf you play music,â Ron continues, with one of his most famous analogies, âyou know that youâre going to have ups and downs.â
Crossing a cyberpunk line
In a Savage Worlds game with cyberpunk setting, where Ron was a player, not too long ago, the Game Master had planned a railroaded event: a woman NPC was supposed to show up on a motorcycle, shoot the person that the PCs were bodyguarding, and then run away. âWell, he was playing with the wrong table,â Ron says. Players were very assertive, asking for an initiative roll and a chance to act. In the end, they defeated and killed the woman. Which was a bit of a shock for the GM, who made up this NPC he liked⌠âbut, you know, this happens.â
Then, one of the players said that the dead NPC had a pretty nice jacket. Another one commented: âSheâs wearing leather pants too.â
âIt was table talk, nobody was talking about actually taking anything from her body,â Ron explains. But âthe sense of a sickening drop that I experienced at that moment⌠it just grossed me out.â What that player said is, he thinks, a clear example of âgoing over a line.â
What happened, then? Well, the interesting part is that nobody said anything. âThinking back, all of us flinched, I remember.â Everyone was silent. Some sort of nonverbal communication, we might say. It was enough: that thing never happened again.
âWe didnât have a great, big âalright, everybody, we need a serious talkâ kind of thing. But that didnât happen again. I donât really know by which social mechanism, but thatâs okay, right?â Ron continues. âThe more I think about it, the more Iâm going to speculate that the person who had spoken reflected, by themselves.â
He concludes: âThereâs no perfect formula: when this happens, do that. But thereâs room to be a little gentle about it. We donât need a big confrontation, or a big âencounter groupâ kind of thing. Thereâs room depending on the people.â