posted by [identity profile] benlehman.livejournal.com at 02:42am on 20/09/2006
Thanks for the Actual Play anecdote, man.

An interesting topic would be: How can we make flirting a positive part of the game (contributing the aesthetic experience), rather than a negative part (detracting)?

yrs--
--Ben
 
posted by [identity profile] funwithrage.livejournal.com at 03:40am on 20/09/2006
*That* is a damn good question.


Especially because so much of it depends on personal boundaries and *interpersonal* relationships. There's a substantial portion of our mutual friends with whom, regardless of my actual lust-or-lack-thereof for 'em, I'd be comfortable playing out serious romance plot...


...and, unfortunately, there's another semi-substantial portion from whom even sideways looks, in game or out, would send me into "EW ICK NO" mode. I'm not sure exactly how I distinguish--it seems to be a function of real-life friendship, real-life social skills, and how much I get the sense that the other person is taking things seriously OOG--but I do. And I can only imagine I'm not the only one to make such distinctions, albeit with different groups.


How do you account for it? With one-shots, you can ask; with people you know pretty well, you generally *know*; what about with new gaming groups? Or large LARPs? It's like physical contact--do you make official rules, let people work it out for themselves (and handle the issues which sometimes arise when they get it wrong), or some combination of the two?

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