QUOTE (StealthSigma @ Jan 31 2013, 01:38 PM)

Pax, you started out preceding with "if it were me". However you eventually abandoned that stance and instead decided that your choice of action is the the right one that the topic creator should follow. It also started, in my opinion, a significant turn in the tone and content of the thread.
My posts being rooted in my personal opinion and POV were
already established in this thread - as you yourself just corroborated. Forgive me if I did not feel I had to affix a dnial-of-objective-authority
boilerplate to every subsequent post. :sigh:
QUOTE
I had a incorrect recollection of the specifics of the statement that was written. The original statement isn't an absolute, but it's pretty close to it.
It's an exhortation to a specific action, in echo of my earlier posts (the character of which you have already admitted was "for me" / "in my shoes"). No more, no less.
QUOTE
I generally don't consider people dicks if ignorance is play. I don't expect people to know every little piece of history about every person they come in contact with before ever having contact with them.
Hence,
disclosure of content and themes. In some Fantasy-setting games (D&D and such), i have come right out before characters are made, and said "this is not going to be a Disney fantasy. Open sewers, crushing poverty, all the ills and evils of prostitution, basically all the DOWN-sides of a pre-renaissance world will be there. I won't necessarily throw them in yoru face, but their presence will inform everything else."
Or for an Eberron game, I reminded people that that world is basically int he throes of a magic-modified Industrial Revolution ... and that I wouldn't be whitewashing over issues like child labor, slavery, and so on.
Thus, when something ugly crops up, that's part and parcel of the setting within those previously-stated parameters?
I don't need to know, or even think too much about, where any particular player's limits are. They have been informed of where the game is likely to go, in terms of theme and content (or even just backdrop); it's now their responsibility to speak up and say "
I have a problem with ____". And we can negotiate around that limit, find a way that the player avoids being pushed out of their OOC comfort zone, while I as GM can still tell stories within the theme and aesthetic already outlined.
That kind of disclosure is nothing but good for any group. Sure, after you know someone really well, you can probably leave the disclosure out. But, if in doing so you create a problem,
OWN IT. As the GM, if you spring something uncomfortable on a player and they react badly, the fault is
100% yours, not theirs.
QUOTE
Having the players tell the GM where their lines are is a better solution, [...]
So ... a player should lay bare their entire soul to a GM, before playing?
Some lines, you see, are the kind that you don't like to admit to publicly. For example, maybe someone was raped, so sexual violence involving their character is a gigantic problem. But they're not comfortable wearing their status as a rape victim on their sleeve, for all to see.
Better, in that case, for the GM to disclose the themes and the kind of content she expects to use in her campaign, and let the players hold that up to their own inner yardsticks and decide for themselves whether or not to put up a yellow or red flag on something. BEcause then, that person's issue with sexual violence only comes out
if it matters, and not as a blanket, boilerplate disclosure before every new game.