Harassment in Indie Games: Who, What, Where, Why, and HOW Part 1

Harassment in Indie Games: Who, What, Where, Why, and HOW
Content warning: sexual assault, sexual harassment, sexual violence, threats, online harassment, threats of violence, harassment and assault of minors, statutory rape, rape, mental illness, anxiety, social ostracizing

Part 2, Part 3, and Part 4.

Part 1 – Introduction, and Who

Recently I put out a survey to ask people about their experiences with harassment and assault in indie rpgs and larps, as well as spaces around them like conventions. I wanted to gain some context to talk about it.

The purpose of this blog series is to talk about:

  • Who: who is being impacted, who is taking harmful action,
  • What: what is being done as a harmful act, what the result of the harm is, and what we are doing right now,
  • Where: where the events are happening,
  • Why: why is this happening right now, why do people do this, why it’s happening where it is, and,
  • How: How we can respond to it, how to avoid it in the future.

This has not been an easy task for me or, especially, for the people who shared their stories. I am incredibly grateful to the people who responded. Whether they chose to be anonymous or to share their personal information, I think it takes a lot of fortitude to talk about our experiences.

The first thing about this, which I knew beforehand would happen, is that I didn’t receive piles of responses. While people are fine with speaking about their experiences in closed spaces, or in places where they could easily delete their posts, etc. I am not sharing the exact numbers of people publicly because I don’t want to increase any risk to people who have shared. I also want to point out that what I’m sharing here is pieces of the responses. I had to select carefully because it was, even with the responses I got, a ton of dense and very important information.

Edit for definition: I was asked to give a definition to indie games by a reader. The definition I offer here is just mine and what I used.

I allowed respondents to define it by their own awareness since it is a flexible term, but what I was looking for is primarily independent and small publishers (so as small as a single person, but not really bigger than Margaret Weis Productions) focused on tabletop RPGs and larp, and the spaces where those games are played and promoted (even within larger events, like Gen Con and Origins).

I was made very aware of my own circle of influence during this project, and I know that I actually ended up having to play the dodging game with people who I know have done harmful things.

Full Disclosure

Three of these posts are paid posts on my Patreon (Patreon.com/briecs), and I’m accepting support and donations through PayPal (PayPal.me/briecs) as I normally do. The final post proceeds will go to RAINN (Rape, Abuse and Incest Network).
 
Additionally, I want to give full disclosure for my perspective. I have been:

— Content warning for list of traumatic experiences related to sexual violence —

  • assaulted,
  • drugged and assaulted (to what degree, I actually am not sure…because I was drugged),
  • harassed, stalked, groped, and negged*,
  • recipient of erotic fanfiction about myself and the person in my inbox without permission and also when I was too afraid to say no because the person might kill themselves,
  • hit on and solicited by men at least 5 years my senior up to 40 years even when I was underage, from known ages,
  • recipient of rape (including explicit description) and death threats (of the “raped-to-death” variety) by strangers and by people I knew,
  • emotionally manipulated into sex, and,
  • body shamed in the context of a sexual relationship.

[*Negging is when someone insults you to lower your self esteem so they can give compliments and influence the individual towards them. It is popular with pick-up artists and it’s bullshit.]

— End content warning for list of traumatic experiences related to sexual violence —

A fair amount of this stuff occurred in game communities, others in adjacent geek communities. I have been sexualized by older people since I was at least 5 (yes, I’m sure of that), online and face-to-face active verbal and physical harassment started in my teens, and so on. I also know personally of two domestic abusers in the community, a few men who have harassed or assaulted people, and multiple people who I wouldn’t want to be alone with because of their behavior, and not all of these identities are known or public.

This context is so people understand, yes, I am biased. I am biased against people doing bad acts. I don’t think bad acts only happen to women or that only men commit it, or anything like that, and I do fully believe that in most cases people can change and stop doing bad things, and try to do better things. That takes work, though, so with no apologies and no change, people remain in a bad spot with me.

I also believe victims. If it turns out someone has been falsifying things, that’s pretty shitty, yes. Most of the time, though, victims are more likely to keep the secret forever than risk the stigma and vilification that most victims experience. Victims are not treated with respect in most situations, and it can be downright dangerous to speak out against people who hurt them.

SO, with that in mind, let’s get started. Follow the cut!

Note: Quotes from the survey may be cropped or have sections excluded to remove names of individuals involved in the situation or to reduce the length of the post – I am doing everything I can to maintain the voice of the respondents and this post is reviewed by the respondents for their approval.

WHO

Who is being impacted?


The survey was open to basically any gender, and I received a majority of responses from cis women (less than 50%, but the whole of theirs was larger than any other category), but also from trans women, nonbinary people, genderfluid people, and men. It is pretty well known that cis women are often recipients of sexual harassment and violence, but it is important to me to note that people were being impacted across the gender spectrum. This is not only a “[cis] women’s issue” – it’s an everyone issue.

Keeping in mind that cis men, trans men, and masc people overall are even more unlikely to report their abuse because of the stigma that comes with it, I’m not surprised that I received few reports from those individuals – less than ⅕ of the responses were from them, in part because a couple who responded are being counted as responses from women because some men reported on behalf of their partners. Still, it’s important to note that men did respond – in part because of a comment I got that stuck out to me.

When I asked what could be done to support victims, they responded “I have no idea. Criminalize men?”

Men are significantly noted as the bad actors here, but cis and trans men are impacted by harassment from women as well as others, and this kind of commentary discourages them from being able to acknowledge the harm done to them (by any gender, including other men). I want to make sure we don’t ignore other individuals who are causing harm (including women against women, and so on), and ensure we’re listening to all survivors.

I didn’t ask for participant ages, which I may change if I revisit this, but about a third of the people who responded talked directly about underage people (themselves or others) being harmed by sexually-charged behaviors, whether it was sexual assault or harassment, or manipulation and controlling behavior. Emotional abuse is a factor here across the board, and it really impacts younger people.

One person who responded said that they received a lot more harassment when they were younger, but now nearing age 50, they receive less – but it hasn’t stopped.

I did not include race or disability on the survey, which may be considered if I ever pursue a future survey. I left those out to ease people’s entry into responding and reduce the risk of identification by outsiders who read my article. I hope that’s understandable!

Who is causing harm?

It is unfortunate here that many of the respondents did note that the person who harmed them was a man. However, not everyone mentioned the gender of the person (I didn’t ask in case people wanted to share multiple experiences, which they did), and there were women reported as being the bad actor. People of all genders were noted as bystanders, as well, which was disappointing.

The bad actors skewed adult – almost all of the responses were grown adults, but teenagers were mentioned as some of the offenders, as well. This is important to note because of the age power differential, as well as the spaces where these things happen.

Importantly, not all of these were heterosexual interactions, or done by straight people. One instance has a confluence of issues:

I had a game master/member of a community that I was a part of harass me multiple times over the 2 years I was around in said community. The individual was a cis man who identified as gay, even though I am a woman and was identifying as a lesbian at that time he would constantly make sexual jokes about me. He pretty constantly made these jokes and also would offhandedly talk about wanting to have sex with me/wanting to see me nude even though I identify as a woman AND I was underage at this point (He was in his late 20s). [from a trans woman]

This includes the underage issue, the gender issue, tacks on transmisogyny, and also frames this as within a community. More on spaces soon, but in the next post, I want to talk about what’s being done.


US Sexual Assault Hotline: 1-800-656-4673
– Chat https://hotline.rainn.org/online/terms-of-service.jsp

US Domestic Abuse Hotline: 1-800-799-7233
– Worldwide chat: http://www.thehotline.org/about-us/contact/

US Suicide Hotline 1-800-273-8255
– Chat http://chat.suicidepreventionlifeline.org/GetHelp/LifelineChat.aspx

I apologize for not having non-US numbers at this time. The chats should be accessible for anyone, and if you still need help, please contact me directly via contactbriecs@gmail.com. I’m sending good vibes to you as well as I can. Thank you!

edited 12/1/2017 correcting language re: cis women/women/trans women in paragraph after figure, ditto for cis men/men/trans men. Sorry for the errors!


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Five or So Questions with Robin Laws on The Yellow King

Today I have an interview with Robin Laws on his new game, The Yellow King. The Yellow King is currently on Kickstarter, and looks absolutely fascinating. I asked Robin some questions about how he’ll be handling content and how the mechanics flow with fiction – check out his responses below!

Books and slipcover
Tell me a little about The Yellow King. What excites you about it?
The four slim stories that make up Robert W. Chambers’ King in Yellow cycle offer a rich, elegantly creepy starting point for an ambitious new game of literary horror. We’re used to seeing his work through the lens of Lovecraft, who championed these stories, and later expanders of the Mythos like August Derleth. Tackled on their own, they present an shockingly contemporary set of themes. Central to the stories are a visual symbols and a work of art that, once you are exposed to them, break you down and change you. In this game I take that a step further and explore the idea that reality itself is coming apart.
I’ve always come at Lovecraftian themes and cosmic horror as a whole from a diagonal, because the themes of “insanity” and “breakdowns” are ones I’m intimately familiar with. How do you address this in The Yellow King? What are you including in the game to both carry the gravity of the impact of cosmic horror, and are you examining real-life trauma parallels?
When you remove the Lovecraftian overlay from Chambers, it ceases to be cosmic horror and, especially in YKRPG’s take on him, becomes what we’re calling reality horror. Lovecraft proposes that when you really see humankind’s absolute insignificance in a vast and utterly random universe, the mind cracks, plunging you into insanity. The King in Yellow cycle by contrast focuses on an idea, an artistic expression, that can rewrite people’s personalities and sense of reality—but can also change objective reality itself.
This allows me to lean away from the idea that the characters are becoming literally mentally ill, or that sanity is a resource you lose over time. There are no insane cultists, but rather people who have been altered or compelled by the exposure to the play The King in Yellow or the sight of the Yellow Sign.
As characters you encounter Mental Hazards, rolling your Composure ability to resist them or take a lesser effect. Rather than losing Sanity or Stability points you get Shock cards, which you try to get rid of as play continues. When you have 3 Shock cards, your character loses her bearings and leaves play, to be replaced by another.

In framing the text, particularly of the Shock cards, I’m steering away from the real life terminology of mental illness. So there’s no Shock card that tells you you’ve suddenly developed, say, paranoid schizophrenia or clinical depression. Nor is there an indication that becoming mentally ill turns people evil or violent.

Now it’s entirely possible that folks who struggle with mental health issues either directly or through the experiences of the people around them still won’t want to explore reality horror at the gaming table. And if it’s not fun, you shouldn’t do it. But a great function of pop culture is as a vehicle to safely process life’s horrors and traumas through a protective veil of outlandishness and the fantastic. Godzilla movies help audiences come at Hiroshima and Nagasaki. 9/11 reverberated through comics and spy movies. SF TV shows or a movie like Get Out can get at racial hierarchies in a disarming and metaphorical way. When constructing the treatment of trauma in YKRPG I aspire for it to work in a like fashion.

Ultimately though it all comes down to personal tastes and limits, which can differ even for one person over time. What you might be into at one point in your life could be too close too the knuckle in another.

Aftermath interiors
What are the elements of the new combat system, and how do they influence player interaction with the setting?
​Combat is fast and player-facing, meaning that each player rolls only once and the GM never rolls anything, just establishes a difficulty for the foe at hand and modifiers for the situation.

Before starting you decide what your goal is—which might be to kill your foes, but could also be capturing one of them and running away, driving them off, getting through them,​ and so on. If your Fighting roll fails to overcome the opponent’s difficulty, which varies based on your objective, you take on either a minor or major Injury card. Even as victor you might take a minor Injury if you decline to pay a toll in Athletics, Health or Fighting points. Like the Shock cards Injuries have various ongoing effects, and conditions allowing you to discard them. These often require you to do something in the narrative. Here’s an example (note that the published versions will look much better than my primitive graphic design abilities allow for):

Example Injury 
As with Shocks, having 3 Injuries in hand requires you to permanently retire your character.​

Tell me a little about each of the books. What makes them unique in theme, and what were their inspirations? 

Like two of the Chambers stories, Paris takes place in the City of Lights in 1895. It gives you your classic historical horror experience of interacting with the rich details and personalities of a classic time period, in this case the Belle Epoque, as you deal with supernatural menace.

The Wars follows one of the stories in my collection New Tales of the Yellow Sign by setting itself in a fractured timeline caused by the influence of the play. It’s 1947 and the Continental War rages across Europe. Characters play a squad of soldiers whose military assignments draw them into weird mysteries. They must duck not only monsters from Carcosa but bizarre Jules Verne war machines.

Aftermath, again based on a story from NTYS, proposes that the bizarre then-future described in “Repairer of Reputations” was the basis of an actual reality. A century after the events described in that story, you play revolutionaries in an alternate present who have just toppled the tyrannical and supernaturally-backed Castaigne regime in America. Your investigations confront you with eerie holdovers of the old regime. At the same time you choose a way to help rebuild your nation, involving yourself in post-revolutionary politics.

Finally, This is Normal Now is our modern day, with an emphasis on the glittering, the new, and a horrific spin on contemporary trends. It brings the cycle back to basics, and in full campaign mode, leads you to connect and wrap up the big arc resolving the parallels between your characters from the four settings.

Four books, so many stories to tell!
I’m somewhat familiar with GUMSHOE, and I know that there is a lot of mutability, but it can be challenging to really hammer out the best final decisions. What has your development process been like for The Yellow King? Did you have any moments of clarity that you appreciated?

​The key revelation where mechanics are concerned came from

  1. the desire to take the Problem and Edge cards from the GUMSHOE One-2-One​ engine from in Cthulhu Confidential and translate them back into multiplayer GUMSHOE. 
  2. a longstanding Pelgrane goal of making combat player-facing, as discussed above

Since then it’s been a matter of refinement, which is ongoing as I move from the preview draft backers get as soon as they join to a version ready for out-of-house playtest. 

Thanks so much to Robin for the interview! I hope you all enjoyed reading about what’s coming with The Yellow King! Make sure to check it out on Kickstarter & tell your friends!


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Just Say No

Content note: brief mentions of rape and sexual assault, violations of consent.

French translation: http://ptgptb.fr/apprenez-a-dire-non

Cards from Archipelago, a game written by Mattijs Holter

“Yes, and…”

This is the statement I see encouraged endlessly in game introduction texts, at game events, at game tables. This is what is supposed to be the key of play – the center of improv, the best way to have good dialogue and storytelling in games.
But like… no?
Don’t get me wrong, I did improv for years (surprise!), and Yes, and is a huge part of it, but even when I did improv, it wasn’t always the best tool. Sometimes, it leads to consent issues, others, it waters down the story. I want to talk a little about important things that go against the passionate promotion of “yes, and.”
There are alternatives to Yes, and: Yes, but…; No, but…; and No, and… Here’s the thing: most story gamers are familiar with these already. They’re Powered by the Apocalypse/Apocalypse World move result structures.

10+ – Yes, and 

7-9 – Yes, but 

6- – No, but (or) No, and

Some of this comes up in many stratified result systems in games (“success at cost”), but we don’t really talk about that, I think, and it might not be brought into player-to-player interactions.  They’re pretty simple and can be easily understood and taught. Most are familiar with “yes, and” (I accept your fiction and build on it), so here’s the rest:
  • Yes, but – I accept your fiction, except this piece is more difficult. Basically Archipelago’s “That Might Not Be Quite So Easy!”
  • No, but – That doesn’t work, but you still get something out of it.
  • No, and – That doesn’t work, and this is why/here’s how it’s different.

No, but and No, and function similarly to “Try a Different Way!” in Archipelago. To be honest, Archipelago is one of my favorite RPGs because it is so beautifully developed for building rich stories and really flavorful and intense social interactions because the ritual phrases are gorgeous and work really well.
The option to say no (and add to it, or give good reasons why) can make some cool things happen. It can keep things in tone, or allow players who are being left out of controlling the plot to take charge. I also have some problems in general with Yes, and that impact play in a very important way.
Yes, and can impact consent. Oh, no one is being forced to accept something in a story, but if you start playing with the assumption that an idea can be pitched and has to be accepted or else it will negatively impact the story, it can make people feel like they have to give in or they’ll ruin the game. It feels to me like a bad writer’s room gig. Like, why did Tasha Yar come from a rape gang planet?

Writer: Here’s this cool lady character I made for the show, she’s a security officer. 

Random Creepy Executive: Yeah and she totally has sexual trauma that made her so cool. 

W: Um… I… I guess so? 

RCE: And what if there were rape gangs! That she had to run from! 

W: If that’s what you think would be cool? 

RCE: We’ll have an episode where she’ll have to relive it! It’ll be awesome!

And so on.
How many women in games can say that someone didn’t try to introduce shit into their backstory like this? How many just felt pressured to let it happen even without a Yes, and culture? Now imagine with all of your cool friends saying that you should accept people’s ideas because otherwise stories get boring.
That, and it can lead to the most enthusiastic, outgoing people to controlling the story. Who suggests the most ideas in your group? How much of the time do they dominate it? Now bring in a shy player and say “hey, in this game we play like improv, and when someone suggests something in game, you’re supposed to be like ‘yes, and’ and play on it.” What if they have an idea? If the dominant player pitches them an idea, do you think they’ll feel comfortable being like “hey, that actually doesn’t fit my character, let’s try it a different way.” What if that person has good ideas, but they feel pressured to accept whatever someone throws at them?
Improv is great, by the way. But, improv itself can be harmed by exclusive yes, and culture. Especially in regards to consent! When I was taught improv originally, Yes, and was highly emphasized. I was 15 (I did improv at events until I was 18), and over our practice I struggled with it, but hey, my trainers knew best. So when a 35 year old guy grabbed my arm and started licking my hand and talking about how he was my lover, I was afraid to say no – almost as afraid of the situation. I eventually pulled my hand away and denied it, but that guy – also an improv actor – knew that we were in a culture where I was supposed to say yes. I have felt this way in RPGs, too. Abusers gonna abuse, but they sure as hell can do it better when peer pressure helps it along.
But it’s also important to remember that not all games require improv. We aren’t on a set stage without freedom to ask questions, or step back. One of the reason my safety measures in Script Change suggest talking before you continue is because prioritizing immersion and story over the comfort, safety, and enjoyment of everyone at the table is not only uncool, but also pretty boring. In games where there’s combat and strategy, being able to step back and be like, “hey, is this okay?” is useful. In games without… it’s also useful.
I’ve heard people condemn out-of-character discussion as metagaming and saying that rejecting other people’s ideas stifles play. I don’t agree with that. There are degrees of metagaming that aren’t unreasonable, like pausing to check in with people before moving the story forward, or someone saying “hey, that is a way gorier way for my character to die than I’m okay with, can we rewind and try again?”
 I think controlling the narrative is part of the beauty of RPGs, and part of that is being able to say “no.”


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Safety and Table Techniques, My Take

Of late, there have been a lot of people making efforts to design table techniques and safety techniques. This is great and I’m happy to see design work and attention to communication and safety at the table! …however, I have some thoughts.

The two most recent tools I’ve seen are the Support Flower and the Edgewise card.

I’m going to be judgy. I know, what do I know? Nothing more than what I know, which is my experience, emotions, and background.

I think the Support Flower is interesting and has good intent. However, the design is an issue. With the arrangement of the flower, if I (someone with relatively short arms) tried to reach across the table to tap or point to the red center, what if I could only reach the green petals, or someone thought I was just pointing at the slow down petals? Maybe I’d have to move it closer to me, moving it farther from other players and also setting up an implication that I would control the content, as well as possibly distracting from the game.
As well, the slow down or gentle option can be confusing. Without discussing what content is troubling, how do you be gentle with it? Isn’t it just as much of a disruption of the game to pause to clarify because “hey I’m uncomfortable with or nervous about this content” is very vague and can be an issue? (I have seen this with the X-card, too, and complained about it.) These are things that worry me.
For Edgewise, it has two issues. One, the introduction of the card comes across as an admission that there is no trust for basic respect at the table and no attempt at gaining or giving it. It says “None of you will let me talk, so here is a tool that I’m going to have to use to work around you.” This is different than safety cards because we can all assume people want to talk, but knowing what will trigger someone or bother them requires a deeper discussion. 
It also, secondly, completely disrupts norms of communication. It says “I am not listening to what you are saying, I’m just waiting my turn to speak.” It gives no respect to people who might just be making their point and not steamrolling if the person who wants to use it is just barely holding back at talking over that person and ignoring their point. I also know it can be used as a means to take control of the discussions at the table.
We have a tendency as gamers to avoid communication. We may not ask each other about how things make us feel. We can be afraid to share the things that make us uncomfortable because people might judge us. We can be afraid to say “Hey, stop, I don’t want to see this.” But we can learn. We can step up as players and designers and GMs to say “Ask people what is okay for them. Give people space to express *openly and explicitly* what’s not comfortable for them.” And if people judge others for being uncomfortable with certain content? The uncomfortable people should be the ones who get to stay at a safe table.
We may excuse misbehavior as social awkwardness. We may say that someone is too awkward to know when it’s okay to speak, or that some people have trouble using social cues. And for some people, these things are true. For autistic individuals and people with anxiety, I can see a lot of these troubles and accommodation is important. But this is not all of us. We can’t excuse everyone because of some people’s genuine needs. We can learn and grow and get better at talking to each other and learning body cues. Hell, even people with anxiety typically have the capacity to learn these things. 
If those of us who can learn these things and can design for these things and support these things don’t make those efforts, we don’t give space for the people who really need support and space. We can learn how we can act and be open and honest about our feelings and perspectives so that people who can’t feel safer and if they can, someday might be able to do the same thing.
I see the meaning and intention here, and I know no tool is perfect. This is just where I am seeing flaws and why I wouldn’t like these tools at my table.
ETA: I was talking with John about some of the user design issues here and we noted the issues of visual impairment and colorblindness, as well as ability to physically access the tools. (I have in Script Change that you can vocalise the tools, but I haven’t seen this as an option in many other tools.) Accessible tools matter!


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

I AM Mental

A slight diversion from our normal content, here. It’s semi-political, if my mental health is political. 

Content/Trigger Notice: mental health, depression, bipolar, and similar illnesses are all discussed/specific mentions of binge drinking, suicide, and self-destructive behavior. 

I was going to write about Are You Mental? and its Kickstarter when I got home today. I don’t need to, because there’s this excellent post by Kate Bullock, who is wonderful. I’m going to say shit anyway.

I know I do problematic things in relation to mental health and representation, I totally do, but I’m also extremely aware of how my literal crazy is heavily misrepresented by media and fiction crazy. See, here’s the thing. I live my crazy in public. I don’t think there has ever been a day when someone has asked me about my mental health and I’ve denied them an answer. I joke about it, occasionally, but not often. Often, I’m too busy with it. 

For reference, I have bipolar disorder, anxiety (generalized and social), mild obsessive/compulsive behaviors, issues with seasonal depression, a history of emotional abuse, and have many panic attacks.

Somewhere around 2013ish, I’m not sure when, I started a spiral into an incredibly tragic and damaging mixed/manic episode in which I destroyed friendships, professional relationships, had abusive relationships and may have been abusive myself, wasted more money than is reasonable, experienced massive physical health issues in part because of the irresponsible and self-destructive behavior, and I did a lot of wrong things, including some things that other people would never admit to.

If you ask me? I will try to tell you honestly what happened. There are some times I don’t really know. The funny thing about being so crazy is that you don’t always remember the worst things. Or the best things. Like, I remember drinking an entire bottle of vodka after my then-partner screamed and shook the dinner table for half the meal and tried to hit me. That was not my crazy, nope, but there it was, nestled in the situation my crazy put me in. I don’t remember seeing some of my best friends at conventions where I was so manic, so close to breaking, that I didn’t really sleep for almost 72 hours, and barely ate, and talked so fast I don’t even remember how I managed to talk. I crave those moments. Those moments, at a gaming con, as a gamer, where I was crazy.

I am well medicated, doing therapy, and thankfully with access to good healthcare to keep those things. (No worries, potential employers!) Not everyone has that. Even having it doesn’t mean you’re safe. Everyone who watches me on social media sees these ups and downs of my moods, my bleak moments of depression, my hypomania. Lithium is great, but it does not cure me.

If you sit down and play a game, and you play a mad character, a crazy character, oh, it’s so exciting, isn’t it? To be crazy? To be INSANE? You can do whatever you want! No matter what you do, it’s okay, you’re crazy! Hahaha OMG NOT REALLY.

My freelance career is mostly in tatters. I couldn’t do the work. I couldn’t’ focus. I got nothing done. I have some work – thanks to some very, very generous people – but I’m not a professional. I burned that flag to ashes and dust. I was not a nice person. I wasn’t respectful. Hell, I honestly feel like I lost tons of social relationships alone on this, in part because everyone thought I made someone cheat on their wife,* because that’s totally something I want on my resume.

I am very honest about my mental illnesses so that people can see, in reality, what crazy is. It is not laughing enthusiastically because things are so, so funny, it’s laughing because you actually can’t stop and you don’t know what’s wrong and if you stop you might die. It’s not feeling morose and sad, sitting at a windowsill dripping with raindrops, it’s sitting on your kitchen floor crying because you almost killed yourself, again, you might do it again, you might die. It’s not being nervous around new people you’ve never met before, it’s being afraid to go to your best friend’s house and if they see how much of a goddamn mess you are, you might die. Some of these are figurative. Some of them are extremely not.

Are You Mental? may be super fun and exciting and make a lot of people very happy. All I can say is that I am, actually, mental, and games like that make me feel like I should fucking die.

——————————–

Small addendum: 1) I am not asking for this to be paid via Patreon. That feels weird. 2) I did do consulting on the essays for mental health representation in the Lovecraftesque game by Becky Annison and Joshua Fox, and I’m available to do that for other games. Just comment and tag me and we’ll go from there.

*I literally have no desire to deal with people’s defenses of this or justifications. Just leave it alone, it’s better off dead.


This post was supported by the community on patreon.com/briecs.

How Interactive is Your Game?

As a roleplayer, I have played in a number of different situations. Most people have played home games – at your place, or the home of a friend, in a closed environment. Some people have played at local events, or even large cons like GenCon. With larping, people play in all types of environments – small house events, large outdoor weekend events, convention hall rooms, and so on. Our environments often shape our play – how loud we talk, whether we move around, and our props or costumes.

Today I’m thinking very deeply about interactivity. This is not just “does your game involve you and do you do a thing,” but instead “how much does the player emotionally and physically interact with a game?” I wasn’t able to find a lot about interactivity in relation to tabletop and live-action roleplaying games. If I’m missing something, obviously feel free to share them in comments, but please avoid diluting my points.

I’m proposing some concepts on how to evaluate interactivity in tabletop and larp, and these are key for accessibility and player choice

Ask these questions:

  • Will players sit at the table, stand, or move around, or a combination of those?
  • Will players speak in character, use distancing (third-person), or alternate as comfortable?
  • Will players “perform” their character – changing from sitting at the table to standing, entering into other players’ personal space, raising their voice, moving hands more than just standard “talky” movement?
  • Will players be required to do these things, encouraged to do them, or have the option to do them?
  • Is there an opt out option for any of these things, or is the only option not to play?(1) 
  • Will players be in separate spaces, or in one space?
  • Will players need to move from space to space?
  • Will players have assistance moving from space to space if needed?
  • Will players have character sheets, index cards, name tags, props, or other materials to represent characters, powers, abilities, or resources?
  • Will these materials be available in alternate formats, or is there a standard?
  • Is it possible for players to have access to materials in advance?

There are probably more questions to be asked! This is a really complex subject, and it’s come to me from a very specific place: my own fears. Most people who know me are aware that I operate with pretty clear awareness of my fears because without that I can’t make it past them. This comes through in games! I ask for use of X-cards or Script Change or pre-game discussion on boundaries because I can decide then what I’m really comfortable with, and with who. However, the one thing that none of these cover by default or even in some extrapolation is interactivity. 

We rarely discuss at the table “Hey, are we going to talk in-character for this session?” or “Can I stand up if my character wants me to?” or “Can I sit while others are standing in this session?” or “Can I just write these character stats on an index card for while we move around?” However, these questions are incredibly important! Not just from an accommodations point of view for mental or physical disabilities, but also from the perspective of safety and comfort. I’ll give a brief example.

I was playing a local home game with some people I was mostly familiar with. It was an emotional game, for sure, and the situations were pretty intense at times, but after a few sessions, we had still only used descriptions of raised voices or physical action, and that had been okay. However, the GM at this point brought forth a very (for me) scary and intense situation. In playing the NPC character, they stood up, walked over to me, and screamed at me. Repeatedly. As someone with some history involving abuse and raised voices, the combination of the yelling and interference with my personal space completely terrified me. At that point my mental options were to 1) react violently (which I didn’t), or 2) freeze up. I haven’t spoken to the person about it,(2) but that’s partially because I still feel anxious around them.

I can’t be the only person who has experienced this. If I had known that these kind of actions would have occurred in game, I might not have ever played. Did I have good times? Yes. Was it worth that panicked experience? No.

Upon hearing recently that some people at Games on Demand were playing with more intense interactivity (characters were arguing, so players raised their voices and were physically acting), it brought this idea to the forefront. I’m really frustrated that I haven’t seen a lot of discussion about this, actually, because yes, we’re all playing games and having fun. But, not everyone has fun in the same way, and not setting these expectations can ruin someone’s time.

This is normally when people come in with the “if they don’t like it, they don’t have to play!” or “we aren’t writing/running games for people who won’t do improv/aren’t willing to be physical/can’t handle intense situations!” and you know what? Fuck you. I’m actually really tired of it. Games are not just for one specific class and type of people. You can design games and run games in any way you want to, but if you aren’t willing to tell people up front what to expect, you are doing it wrong.

There is no reason I should be unable to play games because I am afraid someone will shout at me at the table. There is no reason I should be unable to play games because I can’t stand for four hours. I might not be able to play all games, but I should be able to play some games, and if someone tells me the situation and expectations, I can determine whether I can meet those expectations of that game. 

If you are designing games and/or running/facilitating games, please take these things into consideration. It may take time! It may even take effort! But if we want people to enjoy our games, why wouldn’t we take time and effort? People have spent decades designing entire adventures with the minutiae of what potions are available in a chest in the sixteenth room of a 25 room dungeon, so I think we could take a half hour to ask ourselves how interactive our games will be, regardless of their type, to ensure that everyone involved has a good time and can contribute to the game comfortably.

Thank you for reading!

(1) The second is not condemnation, it’s just important to note.
(2) If you see yourself here, this is not the time to talk about it. If I ever want to talk to you about it, I’ll come to you.


This post was supported by the community on patreon.com/briecs.

Supernatural Evil vs. Real Evil: When Reality Bites

As a fan of many varieties of fiction and genre books, films, television shows, and games, I have seen a fair share of villains. Bad guys are, actually, one of my favorite things. Without villains, where would be heroes? Without evil, is there actual “good”? It’s a big question. The one thing that keeps coming back to me, however, time and again is the question of what is more frightening, more evil: supernatural villainy, or villains who could step out of the next corner shop?

Starting with my earliest exposures to the good vs. evil storylines, I watched a lot of cartoons. Cartoons are, for the most part, about unreality. The characters are not supposed to be super realistic or like anything you might encounter. In Disney alone, there are Maleficent (Sleeping Beauty), Ursula (The Little Mermaid), and the Evil Stepmother (Snow White) – they are all frightening to children and adult understanding of their motives definitely show that they are fucked up and evil, but for me, they are not nearly so frightening as Frollo (The Hunchback of Notre Dame). There is a supernatural element to the Hunchback cartoon film, but Frollo is all too real. He is a man very dedicated to his religion, who sees beautiful women as vain and condemns their sexuality, and he considers himself better and more pure than those around him (which, imo, is terrifyingly real).

I was around 4 or 5 when I saw my first Stephen King films. Thank you television for doing re-runs, and thank you parents for leaving me alone with the television. I saw, in a sweet double-feature, IT and Carrie. They are both pretty well-done films, and completely compelling for a kid who loved ghost stories. I still have nightmares about those movies, but they are two very different types of nightmares. With IT, it is the standard “holy crap evil clown”, teleporting, monster-morphing scary that is easily expected. With Carrie, it is so much different. For me, the villain of the movie is not Carrie, or even the cruel teenagers. It’s Carrie’s abusive mother. See, in IT, the clown is a scary villain, yeah, but even at that age I knew that those things weren’t real. Abusive parents, though, were something I could definitely imagine (and had been witness to).

Further on we go – scary movies with werewolves and vampires and ghosts, right up next to Law & Order, CSI, and the serial killer shows and documentaries I latched on to. No matter how many nightmares I had about monsters, it never compared to the constant anxiety I felt day after day knowing that there were real people out there who were, from my perspective, far more evil than their paranormal peers.

One of my favorite book stories is, no surprise, Harry Potter. In the books, the biggest villain, the embodiment of evil, is Voldemort (Or He-Who-Must-Not-Be-Named for those of you who like to use extra words). He’s a torturer, murderer, son of a rapist (love potions are not consent, FYI), and straight up asshole who is willing to murder everyone who doesn’t fit his ideal concept of humanity. There are multiple descriptions of the shitty stuff he does, and the shitty stuff his followers do. And yet, they do not scare me anywhere near as much as Dolores Umbridge. Anyone who has read the books knows how awful Umbridge is. She constantly, as a human who is not supernaturally altered in any way, chooses to do harm and induce suffering on anyone she doesn’t deem worth or doesn’t like. She’s racist (and advocates for awful things against half-human or non-human species), and revels in the pain of others. Torturing children is shown to bring her actual pleasure and satisfaction. She is, in many ways, the perfect example of someone who would claim to have “just been doing their job” when all shit hits the fan, but who secretly really got off on doing awful things in the name of her cause – and the cause, in this case, seems to just be a convenient excuse.

I think that it is easy to see why realistic villains are more terrifying than supernatural villains (in most cases! There are always exceptions!). Bellatrix Lestrange is pretty fucked up and terrifying, but there is no way she compares to the Bitch of Buchenwald (Ilse Koch, from the Buchenwald concentration camp during WWII, Google with great care). Knowing that there are real killers, torturers, and rapists out in the world is way worse to me than the fantastical idea that vampires might suck my blood.

In games, we can always use fantastical monsters. That’s something that is super common in RPGs – hell, in a lot of games we play the monsters! But when running a horror game, the choice between real horror and fantastical horror is a very careful decision. Some GMs might know their groups well and be able to run it without a question. Others might need to really talk to their players and make sure it’s okay.

If you want to run a horror game with a realistic villain, but you don’t want to spoil the whole plot for your players, there are a lot of ways to get the information you need. The first is to have a boundaries discussion. Ask your players, “If you were playing a realistic game, what kind of bad guys, type of violence, and other content are you comfortable with and not comfortable with?” Give them the floor, and then feel free to bring up specific items, including ones you specifically don’t plan to use in the game. Examples of stuff that might come up: rape, harm to children, domestic abuse, torture, sexualized violence, stalking, harm to animals. None of these are things people should feel bad about vetoing, and it’s important not to shame players or try to bargain or bribe them. It’s more fun when people want to play the game without caveats.

Other options that are great are, like I mentioned in my previous post, using consent and content tools like the X-Card and Script Change. The biggest thing to do, though, is to talk with your players and ensure that they’re cool with moving forward.

It isn’t a bad idea to talk about this with your players when you are using supernatural villains as well. While we have seen that in the Netflix TV show, Daredevil, Wilson Fisk is an amazing villain without any supernatural ability, the new show on Netflix, Jessica Jones, the character Killgrave (known as the Purple Man in comics) has supernatural abilities and he’s simply chilling to see on screen, and his abilities are truly some of the worst.

There is a lot to gain by finding what really makes your heart pound, and your hair stand up on end, and it’s often fun to pursue it. Still, there is no reason that a person should be put in a place in a game where they can’t escape or stop the source of their distress. Players deserve to have a good time, even if that means they’re quaking in their boots!


This post was supported by the community on patreon.com/briecs.

Content Warnings and Trigger Warnings: They Are Not What You Think

Content Warning: I’m going to talk about trigger warnings here, so if you don’t like hearing about that, click away now.

Hey humans! 

I want to talk about what content and trigger warnings are, and why they are important. Let’s first establish what these things are:

Trigger Warnings:

Trigger warnings are related to psychological triggers, like those from abuse and trauma. Triggers are things like sights, scents, sounds, and sensations that can produce flashbacks, painful memories, or anxiety/panic reactions in people who have experienced abuse and/or trauma.

For example: I have been sexually assaulted. When I watch movies, play games, or read books that have sexual assault in them, I can become panicked, stressed, and uncomfortable. This feeling can last anywhere from a minute or so to days or weeks. Some people I know are triggered by scents like smoke, sounds like yelling, or sights like specific violence in media or even something like being on snowy roads in winter.

Triggers are not something of cowardice. They are a psychological reaction to traumatic experiences of someone’s past. No one can define the severity of someone else’s trauma. Even when it comes to professionals, they can’t read someone’s mind. When someone is triggered, they can have complex and extreme reactions, or just some stress and a desire to remove themselves from the situation.

Content Warnings:

Content warnings have some things in common with trigger warnings, but they are not the same. We see content warnings all the time – at the movies (Rated R for language, violence, and sex!), on TV (This presentation may contain material that could upset viewers – just like Law and Order), and on video games (Rated M for content). They are not new, and anyone who is surprised by them may have been living under a rock.

Content warnings are not in regards to people’s mental health or put together to avoid panic attacks or flashbacks. Content warnings are there so people can prepare, or decide what they should let their kids see. They are not censorship, and they are not any restriction on media. They are there to guide consumers to media they want, or away from media they don’t want.

Common Objections:

“Trigger warnings and content warnings are for cowards/babies/wusses/immature people!”
Nope! Trigger warnings are there to prevent people with past trauma from experiencing further trauma. Believe it or not, a lot of people suffer from trauma, and it is not something that you can just “tough it out” most of the time. Soldiers who return from war with PTSD (diagnosed or not) can have trouble because of triggers. People who were abused as children can have triggers. Not just soldiers have PTSD, and people of all ages have experienced trauma in their life. This is why trigger warnings are valuable. When you expose someone to a trigger, it has a psychological impact. In some ways, it is like an allergy. If someone were allergic to peanuts, would you tell them to eat peanuts anyway, because their allergy is just “all in their head”?

“Trigger warnings and content warnings are censorship!”
Nope! Slapping a rating or a simplified list of the content of media on the package doesn’t censor anything. The media is still produced, and available for consumption. It might be limited by age, but parents can buy for their kids, so that isn’t a significant issue. People who are triggered by the content might be upset that the product exists – and that’s okay! They can talk to other people about it and say, “hey, if you don’t like this stuff, don’t buy this thing!” and maybe other people won’t buy it. Maybe they still will. People can make choices!

“If people see trigger or content warnings that have stuff they don’t like in them, they won’t buy it or consume it!”
Not necessarily true! While everyone, regardless of their issues with triggers, might decide not to consume a product, there are plenty of people who still will. People can, and often will, still consume media that has objectionable material in it, and that has triggers for them. Seeing a trigger warning isn’t always “That’s not for me!” It might be “I can watch this when I am having a good day” or “Maybe I will save this until when I am not in a depression” or “If I get a friend to watch this with me, I’ll be great” or even “Maybe if someone tells me what part to skip, I can enjoy the rest of the thing!” Also, we are not in the business of forcing people to buy things. No one has to buy what you are selling. It’s not like creators walk beside people in the store just putting things in their cart and telling them that it’s something they should watch, even if they don’t like it. That’s like forcing people who like action movies to watch Oscar bait.

“People will abuse them to get out of work/school/responsibilities!”
Totally! And you know what? That’s okay. It’s okay because those people will be few. It’s okay because people use excuses to get out of work/school/responsibilities already. It’s okay because the people who use trigger warnings and content warnings for their own wellbeing and awareness will, a lot of the time, still take the classes or go to work or fulfill their responsibilities. People abusing systems is nothing new, and we shouldn’t put other people through difficult and often dangerous situations just because some people are jerks.

ETA: “You can’t possibly list all of the triggers, how am I supposed to know what they are?”
Well, for one, you can’t list all of them. That’s okay. You don’t have to list them all, but that doesn’t mean you shouldn’t list any. Part of the point of trigger warnings is demonstrating that you are aware of your audience and willing to listen to them. You can try to focus on the common ones: graphic violence, sexual assault and abuse, domestic/child abuse, and rape. From that, most people can get an idea of whether it’s their kind of media. Trigger and content warnings are not an all or nothing tool. You can talk to your audiences or potential audiences, you can check around in forums and on social media to see what your potential audiences might have issues with. Even if you don’t do that, you can still be considerate even with limited information.


Why are these things important?

A lot of reasons, actually! I have covered a lot of them already, but I’ll summarize.

  • Many people have been affected by trauma in their lives, and it is important to provide support for them to feel safe and still able to enjoy their lives in any way we can.
  • A lot of people prefer to consume different types of media for many different reasons. Some have kids, some like to compartmentalize their media, and some people just don’t enjoy all types of content.
  • We should respect psychological issues just like we do physical issues. They are valid, and denying people the ability to avoid things that hurt them is, honestly, just rude.
  • Everyone should have choices in their media! Everyone is different, and we shouldn’t force everyone to enjoy one thing just because the majority enjoys it, or because not liking it makes them seem judgmental. 

How can this be applied?

In school, it’s simple. Put a note on your syllabus about what kind of content will be discussed in class, what materials you’ll be using, and how to contact instructors to either change classes, consider alternate materials or assignments, or help to figure out a good way to go through the classes without putting students in a position where they don’t feel safe in class.

In media, it’s pretty easy. Create what you want, but put a note on it. It can be simple: “This film includes rape, sexual assault, and sexualized violence.” It can also be more complex: “This game has mechanics that allow for PC mind control, which are not optional and central to the game’s premise.” Either of these options are great, and importantly, they are way better than nothing. If you are planning a convention game, you can put notes in your description, or let the players know when they arrive at the table, and offer them the opportunity to step out.
What about in games where we aren’t using a script? What if something happens in game that wasn’t planned?
This is more difficult! The cool thing is that it’s not impossible! One of the first things you can do is establish boundaries with your players so that if there is something completely off the table, you know in advance and can avoid that material. Another thing is that you can provide tools like Script Change and the X Card. These tools give you either the option to skip content altogether, or to back up and go through a scene again with new content, fade to black, or pause for a moment to evaluate players’ comfort with moving forward. It gives players more control of the content, as well as helping them to feel comfortable. It is awesome because sometimes it makes players even more likely to try adventurous content they may not have otherwise tried.
I want to emphasize: You can still create whatever you want to create. The key is to allow those who aren’t interested in your content to safely avoid it, and give those who want to enjoy your content an easy way to navigate. People have more fun doing the things that they enjoy, and when they are stuck doing things they don’t want to, it drags everyone down. Trigger warnings and content warnings help people find content that they can enjoy, and can encourage them to try new things.
—-
In the end, trigger warnings and content warnings are a great way to support other people in trying new things, expanding their boundaries, and exploring, without leaving them with no safety net, and without ignoring the importance of their mental and emotional health. Some people might not care about this at all, and that’s okay. However, I think that kind of attitude definitely shines a light on who is likely to consume their media, and whether they are the kind of person those who have experienced trauma are willing to trust. For me, there’s no question: I want everyone to have fun – not just the people who don’t care.



This post was supported by the community on patreon.com/briecs.