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Former biology professor, Ron Edwards designed great games like Sorcerer and Trollbabe, and he published many influential works as a theorist, including the Big Model. He was also one of the founders of The Forge around 1999-2000. In 2018, after relocating from US to Sweden, he started the Adept Play academy.
Being the originator of the âlines and veilsâ concept, Ron is a mandatory source for my research on âsafety tools.â Interviewing him is an intriguing journey, leading, as youâll see, to multiple surprises.
Of course, he already discussed the topic many times. He was so kind to point me to one in particular, a conversation on âsafe spacesâ with the high school teacher and podcast author Keenan Kibrick. There, Ron says: âWe have to recognize that fiction and system arenât an enclosed unit. We are part of something bigger, a group of people with social needs and priorities. We are human beings, so any activity, not only RPGs, occurs inside these social dynamics.â
Sounds true to me. But whatâs so special, about RPGs, that makes us feel the need to specify this, to debate about this, and even to develop specific techniques? For everything else, it seems quite obvious: we donât expect people to put aside their social dynamics and relationships when it comes to practicing sports or going shopping.
This is the first question I ask Ron.
[If you can tolerate my horrible English, you can see the complete interview at this link: https://adeptplay.com/2023/06/23/once-again-with-feeling/]
A very special medium
âWhen we look at this activity,â he says, âwe canât properly call it by any familiar term. âGameâ is not enough. Itâs a distinctive medium with very little analogy with the others: itâs its own thing. When we discover that this medium is capable of doing things that we didnât realize, weâre disoriented.â
The medium, he explains, is not imagination (nor âtheater of the mindâ), as many seem to think. The medium is active listening: we listen to other people and we reincorporate what they said, so that our contributions interact. âWe are not creating a single âmovieâ that we are all supposed to be imagining the very same way. The overlap among us is not the similarity of the imagination, itâs what has been heard and utilized.â
Time for an example. âLetâs say our fiction includes this pen,â Ron says, âIf we follow this pen through the events of play, we see people saying things about it at different times.â For example, one might say that the pen is on the table, another might say âI take the pen,â then another might say that the pen breaks. âDifferent people have different responsibilities regarding the pen: there are things that only a certain person can say about it. The word I use is authorities: people have different authorities, not over each other but towards the pen. Same for any object, information, or event in play. When you have this going on, the only way the play can proceed is if you listen to what other people say.â And, if I said something about the pen, that was my responsibility to say, when other people will contribute they must do it in light of that. They canât ignore what I said, they have to reincorporate it: this shows that they heard me, that they are listening to me. Ron has a word also for this: âThat is the agency.â
Another peculiarity of roleplay is that âitâs a fiction-creating medium.â Consider that Ron uses the term âfictionâ in the most basic sense, with no literary meaning: the game just happens to create some fiction, good or bad. âIn other media, the fiction is made first, then itâs experienced by the audience. Here, instead, we are in the position of enjoying the creative process.â And the real gratification, the actual âartistic experienceâ comes from that, not from some sort of âfinished productâ that we get after playing: thereâs no such a thing.
âDue to the necessity of listening, and to this special relationship that we have towards the making of the fiction, weâre in a fairly unique position concerning the appropriateness of its content,â Ron says, âand people have trouble with it because nobody has done it before.â
Learning âhowâ isnât difficult
So, I say, all problems come from the fact that we are not accustomed and trained to this novel activity? Here Ron makes a distinction: often, he says, these conversations tend to slide towards the concern âwhat about new players?â â as if it was a huge issue, but he doesnât think so.
âMost people actually pick up on the properties of this activity very quickly and easily. Once they experience agency, they get it. They have no problem with it. Letâs just take it as a given that itâs possible for them to encounter this activity, to learn to do it fairly quickly, and then be competent enough to carry it out.â Ron even goes so far to say that new people, in fact, should be training us: they usually grasp most concepts better than self-appointed âexperts.â
Then, of course something like a learning curve do exist, as in any other activity. Thereâs a difference, Ron explains, between learning how to do this thing (the basics, the principle) and learning what to do with it. This second thing (including handling certain âsensitiveâ contents) can be developed over time, and it involves certain risks, for which we need proper methods: weâll expand this point later. What was important to him, now, was to specify that ânew playersâ are not the concern.
âWe donât have a good vocabulary for the process of learning to roleplay: even âroleplayâ is a legacy term,â says Ron, âAnd, about the techniques that people have proposed so far⌠I find most of them to be uninformed and ineffective.â
Lines and veils: how and when
So, letâs get to that famous technique described by Edwards himself: lines and veils. Most people I spoke to, in Italy (not everyone, though), described these as things to be pre-defined, as much as possible, before playing.
Personally, while reading the original text from Sex and Sorcery, my impression was that it wasnât describing a procedure, a game mechanic, but rather a situation occurring at the table, however we made it happen: like, whenever we decide that a certain thing should not be part of the game, that thing is a line, regardless when and how we came to that agreement.
I already knew Edwardsâs opinion before the interview, since I found this comment that he wrote on a forum: âYou know whatâs weird about lines and veils? Everyone seems to think Iâve advocated setting that through discussion prior to play, and bluntly I think itâs a fucking terrible idea.â It was 2006.
âI like the way you put it,â says Ron today, âthat it doesnât really matter when and how lines and veils are established. But writing them all up in advance is a terrible idea because people donât self-assess very well.â You could write down something that you sincerely feel youâd never want, and then you are creating a false prophecy that make you feel committed to never wanting it. With everyone doing that, the group might end up with an enormous list of excluded topics, leaving only a tiny safe zone. Thatâs a real problem, for Ron. Which doesnât mean that he completely rejects the possibility of pre-defining some lines on specific, isolated content, if itâs important for the table. âI think that a certain looseness is intrinsic to the way I had presented these concepts originally.â
So, how did the opposite approach prevail?
Ronâs point of view is that thereâs a lot of anxiety built into the hobby. Fear that somebody might encounter roleplay and not like it, especially our friends. Fear that, due to certain cultural legacies, if something bad happens, âvillagersâ will rise against this activity, as happened during the so-called Satanic Panic in the â80s. âPeople are very defensive,â he says, âbecause they think theyâre protecting the hobby.â But in fact, when they talk about âsafety,â they are somehow saying âthis is dangerous!â â so they end up sounding just like those anti-satanists.
Weâll clarify this point further in the next parts of the conversation.
A few examples
I was curious about some examples of how lines and veils are used at Ronâs table.
He told me about a play where he was the Game Master for Khaotic, a science fiction game. Characters were traveling in an alien dimension, where scary experiments were having place. When they entered a laboratory of a heinous NPC, Ron described tubes containing test subjects of such experiments. Then a player said: âCan we not look into the tubes?â
âI said âIâd better veil thatâ to myself,â explains Ron. The scene proceeded with the characters being shocked by the tubeâs content. Players knew enough about the situation that each person could fill in the content privately, with no need of describing further details.
Regarding lines, instead, they are usually called about the possibility of rape: an episode like this happened while he was playing Circle of Hands. âItâs an ordinary vocabulary for the people I play with.â (Youâll see another, more detailed example going forward.)
A very interesting reading
Circle of Hands is another game designed by Ron, published in 2014. In chapter 1 it presents a clear overview of the social contract around game, while in chapter 4 it contains a new explanation of lines and veils, with a more precise description of how they are supposed to be used at the table. Itâs a reading I really recommend.
It also incorporates a famous concept, observed for the first time by Meguey Baker: the two basic ways a group can approach roleplay games, ânobody gets hurtâ and âI will not abandon youâ.
âI have played with Meg Baker,â Ron says, âI know for sure that she was not advocating one way or the other: they are both fine ways to play. Itâs just clear that theyâre very different things.â Circle of Hands is explicitly leaning towards the second way.
Donât set lines for other people
Another important statement in Circle of Hands caught my eye: âdo not set lines for other people.â Which is surprising, since I know that several voices, in the RPG community, recommend the opposite.
In response, Ron reminds me of an example made by Kibrick in the other recorded conversation. Students were playing The scarlet letter, and a particular group was going into âinappropriate social space,â surrounding the person who was playing the targeted woman, accused of adultery. âThey were really laying it on how terrible it was, and (from the teacherâs perspective) she looked miserable and hurt, like she was in trouble,â Ron remembers. The teacher, scared, went over there and tried to intervene. And everybody, including the person playing the victim, turned on him: âGet out of here, weâre fine!â
âWhen you see somebody who looks in trouble,â says Ron, âitâs easy for your little savior button to be pushed. When that person may indeed have been affected, but in a way that in their eyes is aesthetically and emotionally acceptable.â
Which is, in fact, another reason why pre-defining lines and veils in detail often leads to failure. âYou might write down things based on how you want to be seen. Or you might be worrying: âwell, this doesnât bother me, but I donât want it because it might hurt other people.â Which ruins the whole point.â
[See the next page for the second part of the interview.]