Comfortable
We invite you to join us from a place that is environmentally supportive for you: comfy, as free of irritants as possible, and within easy reach of whatever sustenance you might need. We will be communicating in English. The first session of all events will be for connecting and comfort. The person who can best and most immediately respond to your needs is you, so please do prioritise self-care. Ways we have found that we need to do that include:
In roleplay games, it can be easy to get caught up in the moment and experience some of the emotions that your character is experiencing. This can result in something referred to as 'bleed': the character's feelings bleed into the player, and/or vice versa, and the line is blurred to the extent that both player and character have co-responding emotions. Some roleplay games positively encourage this, especially in genres like horror where the purpose is to instill fear in the player as well as their character. This kind of shared experience can give some useful catharsis: finding some release for strong emotions in a controlled and considered way. It can also feel overwhelming, and have a lingering impact. Talking out-of-character about what the characters are experiencing can give players:
- making food plans in advance of a session, so preparation is simple and food easily accessible
- having water, hot drinks etc within easy reach before we start
- taking any required meds at the right time to help with focus
- logging in from a place that doesn't have a lot of distracting background noise
- letting others in the vicinity know in advance that we'll be busy for the duration of the session
- taking care of pets, children, any caretaking responsibilities in advance of a session where possible
In roleplay games, it can be easy to get caught up in the moment and experience some of the emotions that your character is experiencing. This can result in something referred to as 'bleed': the character's feelings bleed into the player, and/or vice versa, and the line is blurred to the extent that both player and character have co-responding emotions. Some roleplay games positively encourage this, especially in genres like horror where the purpose is to instill fear in the player as well as their character. This kind of shared experience can give some useful catharsis: finding some release for strong emotions in a controlled and considered way. It can also feel overwhelming, and have a lingering impact. Talking out-of-character about what the characters are experiencing can give players:
- a useful objective distance from their character/s
- an opportunity to consider their character/s responses and behaviours
- some objective views of other players
- the support of a collaborative process
((OOC: can we pause for a sec? I'm a bit lost.))There are many ways you can help yourself to get into character, and get out of character again afterwards. Game and theatre maker Chloe Mashiter has some great info on that here.
((um... I can't see a way to bring in my character - help?!))
((OOC: please can we move on from this subject??))
Comfortable / Uncomfortable
We don’t have specific words or tools, no pause cards or safewords. We have each other, and the continuous transparency that allows us to say, at any time, that we're just not comfortable. It can be said to everyone in the OOC place, or privately to any trusted person. Phrase it in any way you like. We can all be sensitive to the fact that these things can be hard to say. We can all listen out for them, and check for them. That is part of us all holding space for each other. In fact, saying that stuff out loud, about what makes us feel uncomfortable, isn’t just about safety. It’s a really valuable and important part of the process of transparency. It is OOC info, it is collaboration, it's what we do. Speaking it aloud isn’t necessarily a demand for someone to fix it. It’s just a declaration. You might also declare what would help you feel comfortable again, if you know it. Or if you need it. “Can we stop a sec? I need to pee.” is just as valid as, “Wow, this scene feels really uncomfortable. Do we need to be this graphic?” which is just as valid as, “These characters are so awkward! I’m actually finding this hard to watch.” With the latter, we might all agree. It might spark a useful conversation. We might ask, “Do you need a minute?” or we might say, “Isn’t it brilliantly awful?!” or it might change the play. And all of that is all of us, working together.Breathers and Bridges
Sometimes, the combination of where a player is at, and what’s going on in the play, can just be too much. A thing that is normally with comfort levels slides over the line on a bad day. That’s what The Copenhagen Interpretation is: a response to how we are at any given moment. If you need to head out of play for a while, but you don’t want to fully disconnect, we can hold a bridge for you in case you want to come back in. Accompanying can sometimes help in that way. (Here's a blog post about 'Comfortable/Uncomfortable'.)Consent
Consent is a thing that must be given and then continuously re-given. You can always withdraw it, and withdraw from play, at any time, for any reason, and you don't need to give that reason.
The Access Accord
"To come to an accord..."Supported Space
Open Space Technology
Permissions
Specific Access Needs
Comfortable
Blog post: comfortable, uncomfortable
How to join us
The Copenhagen Interpretation
This is still (always) in development, but we intend to provide this information in other accessible formats