67 lines
3.1 KiB
HTML
67 lines
3.1 KiB
HTML
<link rel="stylesheet" href="/css/book-page.css" />
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<link rel="stylesheet" href="/css/book-page.css" />
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<h2>GROUP DYNAMICS</h2>
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<h3>A SAFE PLAY ENVIRONMENT</h3>
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<p>
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In line with the JRPG genre that inspiration has been drawn from, Fabula
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Ultima’s tones are heroic and optimistic, despite the occasional presence of
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tragic or darker scenes — especially when Villains are involved. The general
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expectation is that scenes will not be particularly gritty or morbidly
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described, even when death is involved — but since you never know what might
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hurt the sensibility of the people playing, here is a list of tools and “good
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practices”.
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</p>
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<ul>
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<li>
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<strong>Mutual trust and respect.</strong> This should go without saying,
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but respecting the people you are playing with is key to a good experience —
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and the same applies to putting your trust in them. Roleplaying games are a
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highly social activity, and it is perfectly normal for people to get a bit
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tense and emotional during dramatic moments, but mutual trust and respect
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are the main foundation for good play. Whatever happens between characters
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in your story, the people at the table must be good to each other.
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</li>
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<li>
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<strong
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>The game and its fiction must not replace human interaction.</strong
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>
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If someone's behavior bothers anyone, that issue must be solved outside the
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game. There’s nothing wrong with pausing a session to get things sorted and
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going back to it once you’ve found an agreement. Do not, under any
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circumstance, use the game as a tool for proving your point or influencing
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someone's behavior.
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</li>
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<li>
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<strong>Lines and Veils.</strong> These terms were coined by Ron Edwards in
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Sex and Sorcery, and they are practical safety tools with a history of good
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results. Before or during the game, you may declare that you are drawing a
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line or veiling a situation or action.
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<p></p>
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<p>
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When you draw a line, you are saying that you don't want this element in
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the game. It won't happen, it didn't happen, and your shared story will
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never talk about that.
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</p>
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<p>
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When you veil, you are saying that while the element is present, you don't
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want it to be expressly depicted or brought into the spotlight. It's still
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a part of your world and will influence your character's actions, but it
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will take place "behind the scenes".
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</p>
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</li>
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</ul>
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<p>
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These tools are especially useful if you’re playing with people you’ve never
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met before, but keep them in mind even when you’re with old-time friends.
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Every single person has something that makes them uncomfortable, sometimes to
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an unbearable degree — overly detailed descriptions of violence, portrayals of
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unhealthy relationships, or even something you believe is commonplace but
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somehow left a scar on them.
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</p>
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<p>
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When playing the game, one of your duties is to create a safe environment —
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don’t insist on asking why something made someone uncomfortable: instead, ask
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them how they’d prefer this type of scene or situation to be handled from now
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on.
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</p>
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