Ron Edwards (part 2): Being “hurt” is not the point

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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 thereā€™s an immense number of formal ā€˜safety tools,ā€™ from the more specific to the more generic.

ā€œFor all I know, some of those are perfectly valid,ā€ affirms Ron, ā€œThe one I will object to is the X-Card, which I consider crude, ineffective and misdirected.ā€

By the way, Edwards doesnā€™t use the term ā€˜safety toolsā€™: itā€™s linked to some trends of the hobby culture he doesnā€™t like. ā€œOne 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. Thatā€™s why I like calling them ā€˜danger tools,ā€™ sometimes, just to reverse the terminology.ā€ (This is a semi-humorous comment: itā€™s not a technical term nor any sort of formal vocabulary.)

About awareness

People advocating for formal ā€˜safety toolsā€™ usually report that such tools create awareness: they inform everyone at the table that, for instance, they can stop the game, or say ā€˜noā€™ 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 Ronā€™s observations: he too asked, sometimes, to people adopting the X-Card if it was actually used in play, and the answer was: ā€œthatā€™s funny, no.ā€

ā€œThe idea was: we need something like the X-Card on the table because it puts everybody on their best behavior,ā€ he continues ā€œI donā€™t really buy that. I donā€™t 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 donā€™t give credit to a line of text or a piece of paper which claims that it makes the game safer: anybody can say it.ā€

About the fear of interrupting otherā€™s fun

Another thing that Iā€™ve heard many times is that ā€˜safety toolsā€™ remove hesitations or fears that make people refrain from speaking up. We often remain silent because of ā€œpeer pressureā€ or because we donā€™t want to ā€œbreak immersionā€ or ā€œruin other peopleā€™s fun.ā€ Conversely, when the discussion about content editing is ā€˜camouflagedā€™ behind ritual keywords and game procedures, people have the sensation that itā€™s still part of the game, so itā€™s not interrupting the activity.

ā€œInside roleplaying culture, we created an artificial distinction between ā€˜inā€™ and ā€˜outā€™ of character, which is extremely crude and inaccurate,ā€ Ron observes.

He recalls what he said before: the medium of roleplay is listening and reincorporating, itā€™s not the record of what was spoken. Some people, he says, feel like theyā€™re the editors of everything that gets spoken at all times. Thereā€™s this feeling that if somebody says something in the wrong moment, theyā€™re going to ruin the ā€œfinal cutā€ that weā€™re producing. If we see roleplay like this, then ā€œyes, itā€™s a fragile medium.ā€ But it doesnā€™t need to be like this: weā€™re not on air and we can openly talk about what weā€™re doing. We can comment, we can edit, and nothing bad happens.

About emergency handling

Another common claim is that ā€˜safety toolsā€™ 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 canā€™t rely on common sense: thereā€™s 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.

ā€œI agree about that,ā€ Ron says, ā€œbut why does this standardized procedure have to be very similar to striking someone in the face? Thatā€™s what the X-Card basically is. I mean, a known procedure is a right thing, but canā€™t we have a good one?ā€

Actually, his view emphasizes a shared vocabulary, much more than rigid procedures. ā€œThereā€™s a reason why somebody, at the tables I play at, will say ā€˜lineā€™ or ā€˜veilā€™: itā€™s a very clear statement, an understood one. Thatā€™s a great idea: letā€™s have some means by which we can communicate in play. Then we can go on from there and see how we do.ā€

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 ā€œemergency.ā€ 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 ā€˜safety tools,ā€™ is the so-called Luxton technique. I was interested in examples on how it really works, but I couldnā€™t 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 Leeā€™s 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 doesnā€™t recall the details to respect peopleā€™s privacy. ā€œThere was no manipulation of the outcome, the content of play was not edited. It was actually about how we manage talking to each other. Thereā€™s 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.ā€

Itā€™s not (only) what you think

And now, the best part of the conversation.

Usually, when talking about these safety techniques, ā€œit seems that the priority involved is to keep people from being hurt. You may notice that I never said that,ā€ Ron says.

Sounds shocking? Wait for the rest.

ā€œThatā€™s very much the distortion that was immediately put on top of the entire thing.ā€ The idea that roleplaying is an inherently dangerous activity, so, first of all, ā€œwe have to find a way to make sure we donā€™t damage those people (notice thatā€™s always them, others: very patronizing).ā€

Another cultural problem is the assumption that there will be ā€œbad actorsā€ 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 donā€™t hurt too badly. But, Ron asks, ā€œwould you go into any social, leisure activity with people that you presume being like that?ā€

A rhetorical question: of course not, I answer; Iā€™d never play with such a terrible person. Ron agrees. And he adds: if the social context is such that ā€œyouā€™re worried to make yourself vulnerable to these peopleā€¦ you know, maybe you should stop going to conventions at all. I would understand: I donā€™t trust a lot of the people there either.ā€

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?

ā€œThereā€™s always a bit of a risk,ā€ Ron recognizes peacefully, ā€œsame as any other social leisure activity.ā€ These risks ā€œare real in many ways, but theyā€™re not like this: that playing hurts people, and we all have to be especially safe or else thatā€™ll happen.ā€ 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.

ā€œActually, I do think that there are interesting risks,ā€ 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 doesnā€™t just become crap. ā€œSo, yeah, there are tools to do that.ā€

ā€œThere is a state of vulnerability, for having invested in the fiction so far, and then finding it going places that you donā€™t actually want.ā€ Of course, itā€™s normal for the story to take unpredictable paths: itā€™s 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 canā€™t continue enjoying the activity.

ā€œLet me emphasize that Iā€™m not just talking about ā€˜being hurtā€™: Iā€™m talking about any reasons,ā€ he underlines. ā€œTo focus on the traumatic aspect is missing the range of what Iā€™m talking about. Iā€™m not saying the trauma issue is absent, Iā€™m saying itā€™s only one of many things that we should consider.ā€ For example, we might find something inappropriate simply because itā€™s gross, stupid or too edgy, or because it would make our fiction ridiculous, adolescent. ā€œI think it makes a lot of sense to keep the discussion at the level of aesthetics, because, you see, weā€™re no longer talking about the rules.ā€

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 doesnā€™t 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 donā€™t have a good vocabulary to describe.

ā€œIn 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.ā€ And, yes, this can hurt. Along with other, more basic forms of offense: we donā€™t 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? Letā€™s see how Edwardsā€™ tables do it.

ā€œI think that, because itā€™s a dynamic phenomenon in play, we should be gentle with one another about finding these things. Iā€™ve seen people in play say: ā€˜are you sure?ā€™, or ā€˜Iā€™m not so sure,ā€™ or ā€˜I donā€™t really like this.ā€™ Without it being a silencing statement, such as: ā€˜youā€™re a bad person, you broke the law, Iā€™m now hurt and bleeding, shut up!ā€™ ā€“ which is what the X-Card is.ā€

ā€œThere are assessments and conversations that, rather than being corrective, are clarifying,ā€ Ron explains. ā€˜Correctiveā€™ means that someone has the fault of breaking things and now we have to fix them: itā€™s a confrontational approach. While ā€˜clarifyingā€™ means that we get to understand each other and then we continue, knowing that we are getting better at this.

ā€œSo, yes, there are lines and veils, but letā€™s find them, letā€™s learn from one another. Donā€™t forget: itā€™s not about winning an Oscar. What we are doing is going to evaporate, when weā€™re done.ā€ So, if we donā€™t do well this time, itā€™s okay: maybe weā€™ll talk about it after the session, or maybe weā€™ll reflect upon it by ourselvesā€¦ and the next time will be better. ā€œIf you play music,ā€ Ron continues, with one of his most famous analogies, ā€œyou know that youā€™re going to have ups and downs.ā€

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. ā€œWell, he was playing with the wrong table,ā€ 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 likedā€¦ ā€œbut, you know, this happens.ā€

Then, one of the players said that the dead NPC had a pretty nice jacket. Another one commented: ā€œSheā€™s wearing leather pants too.ā€

ā€œIt was table talk, nobody was talking about actually taking anything from her body,ā€ Ron explains. But ā€œthe sense of a sickening drop that I experienced at that momentā€¦ it just grossed me out.ā€ What that player said is, he thinks, a clear example of ā€œgoing over a line.ā€

What happened, then? Well, the interesting part is that nobody said anything. ā€œThinking back, all of us flinched, I remember.ā€ Everyone was silent. Some sort of nonverbal communication, we might say. It was enough: that thing never happened again.

ā€œWe didnā€™t have a great, big ā€˜alright, everybody, we need a serious talkā€™ kind of thing. But that didnā€™t happen again. I donā€™t really know by which social mechanism, but thatā€™s okay, right?ā€ Ron continues. ā€œThe more I think about it, the more Iā€™m going to speculate that the person who had spoken reflected, by themselves.ā€

He concludes: ā€œThereā€™s no perfect formula: when this happens, do that. But thereā€™s room to be a little gentle about it. We donā€™t need a big confrontation, or a big ā€˜encounter groupā€™ kind of thing. Thereā€™s room depending on the people.ā€



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