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Posted By: renatoramI've been thoroughly Jesse'd
Posted By: graypawnIs there no advice one can share on how to ...i don't know, 'do it right' i guess?
Posted By: JesseI remember To The Pain but I'm not sure I buy it. In my play experience we're either going There or we're not. I'm not saying it isn't possible but I really haven't seen it.
Posted By: Ryan Macklin...Motherfucker was about playing emotional chicken.
Posted By: JesseAny time the players tried to do anything about it the GM reminded them that if this guy failed to arrive at his destination an inter-galactic war would break out or something like that.
It's become a sort of 'play with fire...' kind of mentality. I guess i'm just not sure why it's viable, or desirable anymore.
Posted By: lumpleyI will not abandon you and nobody gets hurt are, kind of as usual, emotionally provocative names for what's really a simple technical difference between rules.
Posted By: rian_bean(repost) There is a pretty good recount on Joel's blog of I Will Not Abandon You in playhere
Posted By: JesseHere is, like, the greatest IWNAY AP post ever!http://www.indie-rpgs.com/forge/index.php?topic=31553.0
Posted By: Simon CI Will Not Abandon You is, in my experience, about how you deal with triggering or squicky or painful stuffif it comes up, but there's an assumption that no one istryingto make you feel squicky or triggered or in pain. We play the game, we know the game might go there, and we're prepared for it if it does.
Posted By: graypawnIt seems so simple, when i think of it now, because the turn of phrase should be the answer. But in retrospect i'm still a bit stunned to admit that a lot of the negative emotions i've got toward the IWNAY games i've played were not due to the material covered, but the estrangement that followed. There was closeness through the topics, but afterwards friendships became hard. Friendships complicated by revelations directly created in a role-playing game. About faiths, desires, and the impressions we had of each other.And so i've sorta twisted "I Will Not Abandon You," to a point, when i hear it now, it almost sounds like "This Is Why I'll Abandon You." It's become a sort of 'play with fire...' kind of mentality. I guess i'm just not sure why it's viable, or desirable anymore. But i admit that's all pretty jaded. I'm asking this question openly.
Posted By: JesseWhen you go into a social situation knowing these things exist then you can *discover* them rather organically. Someone introduces some fictional content and someone else gets a little squicky about it. You know you're walking near a line for that person. The question is when that happens what do you do?For No One Gets Hurt, you back away. You revise your content. You throw a veil over something and quickly move on. You introduce new content that quickly moves play away from the line.For I Will Not Abandon You, you keep going. You acknowledge that you're crossing a line but you also trust the other player to handle it. The other player plays through the uncomfortable content with you.
Posted By: Moreno R.This would make it seems IWNAY a personal choice. But it's not. Or, at least, it can't be a choice from only one person at the table.
Posted By: graypawnI think we need a thread about how to really deliver on the phrases "I Will Not Abandon You" and "Nobody Gets Hurt." We could define it forever, but what are we going todowith it?