Consent-based play: Difference between revisions

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(Created page with "'''Consent-based play''' in roleplaying is when outcomes within a larp in-game are mediated between players through out-of-character mutual agreement. This may exist alongside other mechanics within a larp, allowing players to alternate between chance-based mechanics or consent negotiations as they feel appropriate, or it can be the only method through which a game is determined. Some players prefer consent negotiations specifically to reduce interaction with c...")
 
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'''Consent-based play''' in roleplaying is when outcomes within a larp [[in-game]] are mediated between players through [[out-of-character]] mutual agreement.  
'''Consent-based play''' in roleplaying is when outcomes within a larp [[in-game]] are mediated between players through [[out-of-character]] mutual agreement.  


This may exist alongside other mechanics within a larp, allowing players to alternate between chance-based mechanics or consent negotiations as they feel appropriate, or it can be the only method through which a game is determined. Some players prefer consent negotiations specifically to reduce interaction with chance-based mechanics, and/or to increase a sense of social cohesion on the story that is happening, or reduce negative [[bleed]] from disagreements. Agreement may be explicit or implicit throughout play, and use other tools such the [[OK check-in]], pre-game [[calibration]], and [[debriefing]] to assist in reaching agreement and ensure play is staying on track.
Demonstrating and acting on consent may involve explicit discussions or implied behaviours, and the use of other tools such the [[OK check-in]], pre-game [[calibration]], and [[debriefing]] to assist in reaching agreement and ensure agreements on play and interpretations of consent are staying on track and reduce negative [[bleed]] from disagreements. Participants may express consent by opting in and/or opting out of certain interactions or dynamics. Explicit negotiation for consent can have benefits of not just creating a sense of direction between players, but also confidence from participants in that direction, as has been observed in the immersive theatre as well:


Though used across many styles of roleplaying, consent-based negotiations can nonetheless be complex to establish, as no two people inhabit the exact same cross-sections of perspective, identity, and experience. A great deal of literature has been produced to explore, explain, or advocate<ref>Maury Brown (2017) [https://www.nordiclarp.org/2017/03/24/the-consent-and-community-safety-manifesto/ The Consent and Community Safety Manifesto], blog post, Nordic Larp website, retrieved 4th June 2026.</ref><ref>Sean K. Reynolds & Shanna Germain (2019) [https://www.montecookgames.com/consent-in-gaming/ Consent in Gaming], Monte Cook Games LLC. Retrieved 4th June 2026.</ref> for shared understandings to create starting grounds on which consent can be built within roleplaying contexts.  
::''"By setting standards of behavior, immersive works receive the added benefit of letting the audience know what is and isn’t permitted. Audience members won’t be trapped by the uncertainty of what they are and are not allowed to do. Instead, they can focus on discovering the intricacies of what is allowed within clear boundaries. For boundaries to be explored, boundaries must first be set, and we can hope that by setting certain standards, we can build a more concrete environment in which people can explore safely."'' - Leah Ableson<ref>Leah Ableson (2018) [https://www.noproscenium.com/constructing-consent-in-immersive/ Constructing Consent in Immersive] ''No Proscenium'' website. Retrieved 4th June 2026.</ref>
 
Though used across many styles of roleplaying, consent-based negotiations can nonetheless be complex to establish, as no two people inhabit the exact same cross-sections of perspective, identity, and experience. A great deal of literature has been produced to explore, explain, or advocate<ref>Maury Brown (2017) [https://www.nordiclarp.org/2017/03/24/the-consent-and-community-safety-manifesto/ The Consent and Community Safety Manifesto], blog post, Nordic Larp website, retrieved 4th June 2026.</ref><ref>Sean K. Reynolds & Shanna Germain (2019) [https://www.montecookgames.com/consent-in-gaming/ Consent in Gaming], Monte Cook Games LLC. Retrieved 4th June 2026.</ref> for shared understandings to create starting grounds on which consent can be built within roleplaying contexts. Modern consent culture, as a practice of building senses of safety and well-being within any community, can be traced back to queer movements in the 1960's, learning to manage the impacts of violence on community participation<ref> Laura Rikard & Amanda Rose Villarreal (2023) 'Focus on Impact, Not Intention: Moving from 'Safe' Spaces to Spaces of Acceptable Risk', ''The Journal of Consent Based Performance'', vol. 2, issue 1. DOI: https://doi.org/10.46787/jcbp.v2i1.3646. Retrieved 4th June 2026.</ref>.


==See also==
==See also==
* [[Theatre-style]] roleplaying
* [[Theatre-style]] roleplaying
* [[Nordic larp]]  
* [[Nordic larp]]


==References==
==References==

Revision as of 05:47, 4 June 2026

Consent-based play in roleplaying is when outcomes within a larp in-game are mediated between players through out-of-character mutual agreement.

Demonstrating and acting on consent may involve explicit discussions or implied behaviours, and the use of other tools such the OK check-in, pre-game calibration, and debriefing to assist in reaching agreement and ensure agreements on play and interpretations of consent are staying on track and reduce negative bleed from disagreements. Participants may express consent by opting in and/or opting out of certain interactions or dynamics. Explicit negotiation for consent can have benefits of not just creating a sense of direction between players, but also confidence from participants in that direction, as has been observed in the immersive theatre as well:

"By setting standards of behavior, immersive works receive the added benefit of letting the audience know what is and isn’t permitted. Audience members won’t be trapped by the uncertainty of what they are and are not allowed to do. Instead, they can focus on discovering the intricacies of what is allowed within clear boundaries. For boundaries to be explored, boundaries must first be set, and we can hope that by setting certain standards, we can build a more concrete environment in which people can explore safely." - Leah Ableson[1]

Though used across many styles of roleplaying, consent-based negotiations can nonetheless be complex to establish, as no two people inhabit the exact same cross-sections of perspective, identity, and experience. A great deal of literature has been produced to explore, explain, or advocate[2][3] for shared understandings to create starting grounds on which consent can be built within roleplaying contexts. Modern consent culture, as a practice of building senses of safety and well-being within any community, can be traced back to queer movements in the 1960's, learning to manage the impacts of violence on community participation[4].

See also

References

  1. Leah Ableson (2018) Constructing Consent in Immersive No Proscenium website. Retrieved 4th June 2026.
  2. Maury Brown (2017) The Consent and Community Safety Manifesto, blog post, Nordic Larp website, retrieved 4th June 2026.
  3. Sean K. Reynolds & Shanna Germain (2019) Consent in Gaming, Monte Cook Games LLC. Retrieved 4th June 2026.
  4. Laura Rikard & Amanda Rose Villarreal (2023) 'Focus on Impact, Not Intention: Moving from 'Safe' Spaces to Spaces of Acceptable Risk', The Journal of Consent Based Performance, vol. 2, issue 1. DOI: https://doi.org/10.46787/jcbp.v2i1.3646. Retrieved 4th June 2026.

External links