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Consent Mechanics

Backbeat Ballad is first and foremost, a story-driven game, with focus on enhancing the play experience and increasing the feeling of immersion, all while providing a safe and consent-based play environment for everyone. When we LARP, we often place ourselves into hands of our characters, letting them steer the scene.  We feel what they feel; our bodies don’t know the difference between fictional emotional trauma and real emotional trauma.  Sometimes, a scene is too intense, or triggers a physical/emotional response that means we, the player, need to Take a Moment, but don’t know how to ask for that moment without breaking the story flow.  To that end, we will be implementing a version of the OK Check-In, and the Stoplight systems utilized by many of the American Free-Form LARPS.      

This consent and calibration mechanic has been in place in LARP circles for many years, and designed specifically to allow players to check in on the comfort level and well-being of their fellow players, without breaking the flow of the story.  It is a quick and clear way to indicate or inquire over player comfort, and we encourage its utilization by the player base.


OK-Check In

Our version of the OK Check-In mechanic works in very straightforward fashion, as follows:

Player A flashes a Thumbs Up symbol at Player B during a scene: This asks the question, “Are you ok?” 

Player B responds in one of three ways:

  1. Thumbs up- Player B is mentally/physically/emotionally ok with how the scene is unfolding. Play continues as normal
  2. Palm flat and level- Player B is unsure of how they feel in the moment, but is not fully ok in the scene.  This should be treated as a Thumbs Down by Player A. Scene should be paused, Player B should be given the opportunity to either take a moment, or leave/be escorted from scene. 
  3. Thumbs down- Player B is NOT ok. Scene should be paused, Player B should be given the opportunity to either take a moment or leave/be escorted from scene. 


Palm Flat, and Thumbs Down are to be treated as the same response, because often, a player is afraid of “ruining the fun” by saying no, or they are otherwise incapable of giving a hard “No” in the moment for whatever reason.  The Palm Flat option is in place because of the “I’m fine” or “Meh” default answers many people give to stress, out of fear of causing problems or being a bother.  Sometimes, a player just needs a de-escalation of the aggression level of the scene. Sometimes, they need to take a private moment to collect themselves, or go to the OOC space and detach from game stress for a moment.  The immediate follow-up question to either of those symbols should be, “Would you like an escort to the OOC space or for me to call a Narrator?”  This allows Player B to dictate what they need as a go-forward, which may be as simple as “can we dial down the yelling?” 


Stoplight

Stoplight is a consent mechanic that works similarly to the Ok Check-in mechanic, relying on a the Red-Yellow-Green traffic signifier from which the mechanic takes its name. 

The primary difference between the OK Check and Stoplight is that the latter allows for quick verbal between-player calibration of a scene, though we are also incorporating a non-verbal method of utilizing it.  When utilizing Stoplight within a scene, the player or narrator who wishes to perform a check-in quickly says the word, “Stoplight” followed by the color (red, yellow, or green) that indicates their comfort level with the scene.  Stoplight is a helpful system, as it does not rely on the conflict instigator to initiate calibration, and, being verbal, is less difficult to miss in the moment than a hand signal.

Our version of the Stoplight mechanic works in very straightforward fashion, as follows:

Player A says “Stoplight, Green” to Player B in a scene: This informs Player B that Player A 1) wants to make sure Player B is ok with the scene and 2) the level of comfort that Player A has in the scene. 

Player B responds in one of three ways:

  1. Green”- Player B is mentally/physically/emotionally ok with how the scene is unfolding. Play continues as normal
  2. “Yellow”- Player B is unsure of how they feel in the moment, but is not fully ok in the scene.  This should be treated as a Red by Player A. Scene should be paused so that both players can calibrate comfort levels for scene continuation, or so that Player B can be given the opportunity to either take a moment, or leave/be escorted from scene. 
  3. “Red”- Player B is NOT ok. Scene should be paused, Player B should be given the opportunity to either take a moment or leave/be escorted from scene. 


As with the OK Check-in, Yellow, and Green are to be treated as essentially the same response, for the same reasons listed under that mechanic.  In both cases, the player who has answered Red or Yellow has indicated that they are uncomfortable with the scene as it is currently unfolding.

In addition, player badges will include a Stoplight Bar.  This provides players who are unable to verbally answer a Stoplight check for any reason a quick and non-verbal way to respond, or to initiate a Stoplight check.

One does not have to be a primary player involved in a scene to perform an consent/calibration check.  We’ve all seen players portray character who have become overwhelmed IC, and had IC emotional breaks.  Anyone can do a OK or Stoplight on anyone, at any time, if they are worried about a player’s emotional state or comfort level.

The Player who has called for a pause or stop should not be pressured into explaining why they called for said stop.  Unless Player B chooses to discuss the incident later, it is not a topic of discussion.  No IC repercussions may occur because of Player B’s need to deescalate or end scene.  That said, the Ok Check-In and Stoplight mechanics are not to be used as an easy out to avoid negative IC consequences for player action, nor should it be used to interrupt a scene between players for personal IC gain.  Abuse of the system to that end is considered metagaming, and will be handled accordingly.    


Practical Examples

Example 1:

Buttercup is squaring off against Sir Hops-a-Lot, and they are both arguing about who was the true mastermind behind The Great Pumpkin Caper of ‘85.  Buttercup abruptly stands, interrupting Sir Hops-a-lot by slamming one hand on the table as she loudly contests the Pooka’s stealing of her thunder, flashing the thumb’s up symbol with the other.  Sir Hops-a-Lot flashes a Thumbs up, standing as he does so, matching the Piskey’s vocal tone and volume, and agreeing to the escalation of aggression in the scene.

Example 2:

Unseelie Redcap Irontooth attempts to grandstand in the middle of open court, mocking the delicate natures of the weak Seelie ruler Queen Pamedala.  Irontooth and Pamedala’s  players did not perform an ok check before starting the argument, but Redtooth wants to escalate by moving into Pamedala’s personal space.  Redtooth says “Stoplight Green”, stepping one foot forward to indicate intent, and Pamedala replies “Red/”  Irontooth immediately asks ““Would you like an escort to the OOC space or for me to call a Narrator?” Pamedala declines, indicates the personal space invasion is the reason for her calling “Red”, but that she would like to continue the scene, but at the established distance.  Irontooth steps back, and allows Pamedala  to continue the scene at the level and distance at which she is comfortable.

Example 3:

After an intense combat scene, Thyme, a Boggan notices that Quill, an Eshu, usually a very talkative chap, seems to be hiding in a corner avoiding people. Thyme catches their eyes and flashes the thumbs up, and Quill replies with a shaky palm flat.  Thyme asks if Quill if he needs an escort to the OOC space, he says yes, and they both exit the play space.

Example 4, group scenario:

The argument over which court should be ruling the Duchey is getting heated, accusations flying about one (or more) of their number acting against the best interests of the local Kithain as a whole.  As volume levels rise, Narrator Liam notices some players look uncomfortable, and steps in quickly, saying “Stoplight!”, ensuring everyone can hear.   This allows for a group check in to make sure everyone is all right. All but two of the players say Green. Kayla, who responded “Yellow,” indicates at the verbal follow-up, that they don’t want to leave scene, but the volume level is causing them issues.  The other player, Brad tapped their Red indicator on their badge, and indicated non-verbally that they could not continue scene and need to exit. Narrator Selene escorts Brad to the OOC space so that they can recover.  Play resumes as Sluagh noble Slither gives an impassioned plea for the assemblage to maintain their calm, and the rest comply, bringing the scene back to a level that is comfortable for all involved. 



We understand that these mechanics will take some time to fully transition into.  We ask that everyone give them a try, and practice implementing this OK Check-In mechanics in play.  Once comfortable with the mechanics, we feel that everyone will find these mechanics enhance the player experience, maximize immersion, and minimize potential player discomfort.  A full demonstration of our consent and calibration mechanics, as they will be used in Backbeat Ballad, will be performed as part of every pre-game player meeting, and as needed to increase familiarity.  In addition, we will be creating video content on how to integrate consent and check-in mechanics into a mechanics-based game. Our consent and calibration mechanics do not, in anyway supersede our Code of Conduct.  While these mechanics can be used to confirm permission to touch, please continue to obtain full verbal consent in the moment for player contact that has not already been pre-negotiated and informed to the Staff at large.

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