Safety Tools Used In Critical Role

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-Song- Critical Role theme song in background- NARRATOR: If you enjoy Critical Role then you like me love watching these nerdy ass voice actors role play their hearts out but during emotional intense or intimate scenes you may have wondered or even worried about how the cast look after each other around the table? I've been running games as a GM for a little while now and I'd love to outline some of the ways I see the cast caring for each other on and off the table and maybe introduce you to some safety tools you can use at your next game. In this video I'm going to outline a little about why safety tools are important and needed at every table. Discuss what tabletop role playing game tools actually are. And show you how I see Critical Role use safety tools before during and after their games. This video won't be an in-depth instruction of how to implement these tools. That video would be four hours long and who would watch a four hour long YouTube video. (giggle) So I have links to a bunch of resources in the description below to help you find out how to implement these tools in your games. STOP before you are any further you must know this way lies big spoilers. Like seriously I spoil major plot points and end game details. PC deaths, in-game relationships. This video will spoil some of the biggest moments of Critical Role campaign 1 and 2 and a small spoiler for LA By Nights. Also content warning for discussions of death, death of a parent, injury to a child, racism and romance. If any of these warnings mean you can't watch then that is okay. Have a look at the link in the description below for resources on the topic of tabletop role-playing game safety tools and have a great day. So why do we need safety tools? It is because even if you are playing a character it is always you no matter how deep your role play. Here's Brennan with a great metaphor. BRENNAN: In improv we talk with this all the time which is that when you're playing a character even something like (silly sound) really different from yourself. Right! It's still always you. My favorite metaphor for character playing has always been that characters are translucent and not opaque. Where they're like stained glass. Right! And in this metaphor it's sort of like you the person are the light behind the stained glass and what the character is is it's always still you but the colors and shapes and the way things are arranged changes and the light shines through differently. MARISHA: Yeah it's a great metaphor. Yeah! BRENNAN: (laughing) NARRATOR: This means that what happens to your character at the table also affects you. You can even experience what is known as character bleed, where you struggle to detangle your feelings from that of your character. MARISHA: There were a few games that I would leave from and I would kind of have a little bit of this like anger and frustration and it was like pissing me off like it like inhabiting her. NARRATOR: This ability to affect our inner self means that DND can act almost like and actually be therapy. BRIAN: DND for me is a great cathartic release for me and acts kind of like therapy. Is it the same for you and if so does it help your mental health? LIAM: Yeah yeah I look forward to this game before it was a show and when it was a show. Uh every week. It just let me kind of get my demons out. KRYSTINA: because there is a lot of healing in this community. There's a lot of healing in this game that we, in this storytelling and this shared experience. And we want other people to experience it. NARRATOR: Although TTRPGs are used now in therapeutic situations your DND game with your friends should not take the place of a professional if you are needing help. BRIAN: So it's a it's a sort of a different type of catharsis though really right because no matter what you're bringing to the table even if it's the most real life of real life shit that you're going through it's still masked to a certain degree by a level of LAURA: There's like a safety there. BRIAN: Of course. LAURA: to be able to dive into those places. BRIAN: Yeah because no one wants to sit at a table with someone who's like really working out their shit because LAURA: It's dangerous. BRIAN: Time and place. It's, it's not super safe time and place right? Yeah! NARRATOR: So if we've worked out that emotions can be high and feelings can be raw at the table why not just not be an arsehole? Just be nice to each other. Don't hurt your fellow players. Stay kind. Done. Well it's because you don't know what somebody else's line is. You don't know what they have dealt with. Racism, sexism, homophobia, ableism, phobias and also PTSD triggers are all things that may not affect you but could affect a player to the level that they don't return to your table. BRENNAN: I think some especially younger DMs or people that are a little bit, not as well versed in like what can be uncomfortable for your players to go through especially if you're DMing. Because you're like, hey we're all murdering each other we're all chopping up orcs andstuff. Sure! Isn't that ERIKA: Might as well throw in a child death or something. Some people might not be comfortable with that. BRENNAN: Yeah exactly so it's important to remember that like certain things are going to you know affect people in different ways. EMBER: Because for me personally DND is the only way that I really get to escape the BS that's happening in the world, you know? And like DND is that thing where I just want to problem solve and enjoy my time. But when those issues sneak in it's hard to sit there and just be like uh like, all right well dang all right now I gotta deal with this too, in game, because someone thought that that comment was cool and BRENNAN: and you might not share those same triggers but also you didn't run this game for people to have a bad time. Right? So like why not accommodate the people and make sure that everyone's enjoying what you're doing. NARRATOR: Here is Extra Credits expertly explaining why safety tools are necessary for TTRPGs. EXTRA CREDITS: Roller coasters! Most people think of roller coasters as fun but if you described the experience to, I don't know say your friendly neighborhood space alien. Riding a roller coaster is about hurtling down a very high railroad track at top speed in an open train as you're thrown in a variety of directions. Which if you think about it doesn't sound like fun, so much as sheer terror. And during the ride there's a part of you that intellectually understands you'll be fine but there's another part of you that's a little worried you might die. Playing a game that pushes your personal boundaries can feel the same. Well maybe not the part about possibly dying but it can be scary to dredge up the darker parts of your psyche and bring them out for everyone to see. And sometimes it can be cathartic to play through that kind of scenario or even just be a little evil in a game. Because that purging of fear, terror or self-loathing that comes from being in a a simulated environment that feels dangerous or stressful, is really quite safe. And that's the key factor safety. Roller coasters have thick belts and heavy metal bars that remind us at all times that we're securely strapped in for the ride. Tabletop RPGs need to have the emotional equivalent of safety belts during gameplay so that players can get the most out of their catharsis without the experience inadvertently plunging over the edge and harming others. NARRATOR: Without safety tools  you and your friends no matter how close you are, are ticking down to a moment where someone gets hurt. With safety tools you can go deep into role play horror and romance and not only have the best of intentions but actually know you are focused on each other's safety and have tools for dealing with problems when they come up. So let's talk about what TTRPG safety tools actually are. Tabletop role playing game safety tools are basically a set of communication strategies used at a table to keep players safe and comfortable. They are set up before a game getting everyone on the same page regarding rules and tone and any content that is to be kept out of the game. MARISHA: Like if you want to start getting into something like a more serious role-playing experience? I recommend talking to to your Dungeon Master and your fellow PCs on it. Some people might just want a dungeon crawl type of game. That's a little bit more hack and slash collect loot and level up and that's great! If you really want to get into that type of enriched RP experience I don't think there's anything wrong with talking with your players and being like, are we down to do this and just being on the same page. NARRATOR: They are used during a game so if the story does move into topics or emotions the player is not comfortable with, they always have control of stopping or changing the story. And they are used after a game to help players drop their characters and process any emotional elements that have come up during the game. Here is Kienna Shaw who is a co-curator of the TTRPG safety toolkit, talking about safety as an extension of the social contract of playing any game. KIENNA: You can't play a game unless you're all on the same page as to what's acceptable or not that goes like on all of all levels of a tabletop RPG social contract in a sense right. You have a social contract of like you're the GM and I'm the player and this is what we do with that. Or you know, it even goes down to the oh it's my turn to bring the snacks. There's a social contract there and safety is just another part of that. It's a social contract of you know I want us to have fun and to enjoy what's going on and so me caring for your boundaries uh is a part of that. NARRATOR: Here are some of the tools. This isn't all of them and different kinds of tools are important for different games. But this is a list of the ones that apply to most games. Fundamentally you need a way to communicate and be on the same page before the game. Have ways to deal with problems during the game. And have structures for debrief after the game. Over time you find the tools that work for you and you collect specific tools for genres like horror or romance. So now let's look at how Critical Role uses some of these tools. Before the game. All these tools start with a central agreement trust! We are going to share an experience, improv role play, be silly, be serious and agree that within this space we will keep each other safe. Trust is first. BRENNAN: Because as a Dungeon Master you could just plop a red dragon down onto a group of first level characters. There's nothing in the rules saying you can't do that. Fundamentally DND is a trust exercise. BRIAN: Role-playing by itself takes a certain amount of bravery and then every layer of it takes more bravery and trust and more experience and whatever you know to get you and it's it's about who you're sitting at the table with. LAURA: Yeah. MARISHA: Absolutely! The whole thing is a trust fall. NARRATOR: A little bit of an example of this that I love is when everyone in Critical Role joins in when Scanlan starts to sing a song. Sam is not going to be out there alone. As soon as the cast figure out what the song is they're going to join in. SAM: I sing, (singing) Well then I saw her mace, now I'm a believer, without a trace, of blood in her hair. SAM: I'm in love ALL: (singing) Ohhhhh Ahhhhh SAM: (singing) I'm a believer. MATT: (singing) Take your d10 ASHLEY: (singing) I'll take my d10, use it later. NARRATOR: In regards to a session zero we don't really know what safety tools Critical Role applied before campaign one or two. In the Critical Role history book we learn that Matt schedules a two to three hour lunch with guests before any appearance to talk about character creation. In this quote he doesn't specifically talk about safety tools however based on what Erika Ishii, who has been a guest on Critical Role says here I would assume there's some discussion about boundaries and expectations. ERIKA: In every game that I've played. In every good game that I've played um there's the talk beforehand of what's off limits. um what you know like whether whether it's topics of discussion or in some cases like physical uh just like what are you comfortable with. NARRATOR: All games and especially streamed games should now start with an anonymous consent form to allow all players to in detail lay out what they are and are not comfortable with. For the cast as a whole we can see that they understand each other's boundaries but how explicit that conversation was to start with we don't know. Here are some other tabletop role players talking about consent in gaming and how important a session zero is. MATT: (Henry Crabgrass) Uh consent please. LAURA: Oh may I pet you? MATT: Yes you may. LAURA: Okay. MATT: Thank you. EMBER: Part of  like us playing together for the first time is  us sending, she sent us a questionnaire saying hey what are we comfortable with and it went outside like race and gender and it was a whole gore, violence well everything on the this board so she could build the perfect story so everyone can interact. ERIKA: That way when you know your limits you can sort of push, you know. You can push and go to the extremes and know what's safe for you and for other people. And having those boundaries and then being able to work within them and like trusting your people leads to so many amazing moments! ERIKA: Maybe. MARISHA: My Belle. MARISHA: (sniff) MATT: From communication when you start before you start playing too. Sometimes if people aren't clear about what kind of game it's going to be when you get into it you start this discovering until it's too late that everyone had different ideas and expectations of it. NARRATOR: Let's talk about during the game. One safety tool that usually gets set up before a game and used during a game is Lines and Veils. Lines being things you don't want in a game and Veils being things you're okay to have in the game but behind a curtain and not described. You won't really see the cast cross a line during the game. Maybe harm to animals is almost a line because we have Matt saying this: MATT: It's a game you play for fun and it's not necessarily fun if part of being caught up in the story in the adventure is having to worry about every single moment they do something cool they're going to kill their pet. NARRATOR: And earlier on in the game you can see for Travis that role-playing romantic relationships was a line for him and the cast respected that. TRAVIS: I was not about romance in DND where in the characters that I am playing. I don't like it. It's too complicated. I'm not looking for it. NARRATOR: For Travis that Line turned into a Veil during the game as he felt more comfortable while playing romance in DND with his wife. TRAVIS: I kiss her. LAURA: (giggles) LAURA: This guy did it! MATT: You did it! The guy who never said he'd role play romance initiated. I'm proud of you buddy. TRAVIS: Fucking, Laura Bailey! ASHLEY: Proud of Travis and I think we all were because we know that that was kind of a a Brian: Oh yeah, stepping out of his comfort zone. ASHLEY: Yeah! NARRATOR: Conversation about Lines and Veils are ongoing. you never know what could come up in a game that you need to stop and put boundaries around. Once Liam worked out that something might happen between Vax and Keyleth he spoke to Matt about if that would be appropriate at the table. LIAM: I don't remember what it was. I promise I don't remember what is was but something happened in one game. I just remember thinking about it after the show and then talking to Matt in the next day or two, going like what did can you do this in Dungeons and Dragons? Like would this be okay? Would you be okay with it? MATT: Yeah. LIAM: I'm not gonna go anywhere with it but would that be okay? NARRATOR: A graph paper or DND relationship should never be a complete surprise to a player and every person at the table should be clear about their boundaries regarding relationships. For example once relationships did start happening in Critical Role you can see there's a moment when a veil is drawn. LIAM: I just tackle her into a bit of a hug into the bed. ALL: Oh! LIAM: We're already on the bed. MARISHA: (laughing) LAURA: Ohhhh! (laughing) LAURA: (singing) do bi di do do bi do bi MARISHA: And that's it for now LAURA: Lets fade out. ALL: (laughing) MATT: So SAM: Pan to the fire place. LIAM: We have one hour! Fade to feathers. LAURA:Oh MARISHA: (laughing) TRAVIS: Fade to feathers. MARISHA: Fade to feathers. LAURA: (singing sexy instrumental) ASHLEY: That's the best date ever. SAM: Steam fills the camera. MARISHA: Yeah, steam, steam steam. MATT: Steam fills the camera. NARRATOR: One safety tool Critical Role uses a lot is an open table policy, which means that players are welcome to not only stand and move whenever they need to but are welcome to leave the table altogether. Think about allowing this on a incredibly popular streamed show! These players go completely out of shot! TRAVIS: I'm gonna go into a frenzyed range. ALL: (distressed muttering) NARRATOR: Part of this policy is also how players return to the table. You can always see someone reconnecting with that cast member when they come back. TRAVIS: I'll reappear 10 feet closer to uh Jester. MATT: As it lurches forward it manages to just arc out of the way of your bolt. SAM/LAURA: (inaudible) NARRATOR: Also the open table can be seen in the fact that Critical Role has a break baked in. A moment for the cast to take a physical and mental break from the game. Sometimes this break is just in the middle of the game but sometimes it's used to help the cast process a particularly emotional chunk of role play or when they need a break for any other reason. ALL: (laughing) MATT: (laughing) actually as you guys are ready as you head your way through the atmosphere three two two regular owls and one light blue one, we're gonna go to break. ALL: (laughing) We're going to take a break. We'll be back here in a few minutes guys. MARISHA: Dude there's shit cracking there's shit LIAM: Just pop it back in. MARISHA: something popped (ragged breath) LIAM: you got to put that back in... TRAVIS: When you sneeze and you turn and lean away from it. LAURA: Don't turn and sneeze! MARISHA: I was trying not to (groan) offend the table. LIAM: You gotta Lethal Weapon that shit. (rib going back in sound effect? groan) MARISHA: I'm going to take some advil. MATT: yeah you go do that MARISHA: yeah good break MATT: I'm going to go take care of my wife here in a minute. LIAM: You know I'm in love with you right? And I kiss her. SAM: (gasp) TALIESIN: (loud coughing) SAM: Persistent cough MATT: (laughing) and on that note we're going to go ahead and take a quick little break. ALL: (excited noises) LAURA: What the fuck! NARRATOR: Which leads us to our next tool, checking in or reality checks. We are real people the game is fun but in reality we may be tired or upset or a real world thing may happen. Reality checks put the game to one side for a moment to deal with the real people at the table. BRENNAN: When we did larping stuff uh back at Wayfinder we would have a uh we had a thing called reality check which was also used for like if somebody fell and broke their leg or something because we were sort of outdoor physical larpers and but also was used for like discomfort emotionally if you're like this scene's too intense for me for whatever reason there would be like a reality check we all break character we attend to this need when it's handled we do fantasy check and we're back in the game. NARRATOR: Here are some examples of Matt dropping out of the game and making sure his players are okay. LIAM: (loud groan) LAURA: Ow ow MATT: and then, you okay? LAURA: I'm good MATT: Okay. (deep rumbleing sound effect in background) LAURA: It really is making me feel like i've got a poop EVERYONE: (laughing) LAURA: It's making me uncomfortable (laughing) MATT: (laughing)I'm sorry (whole table talking) Would you like me to turn it off? LIAM: Is it like your colon is pulsing? LAURA: Yeah! TRAVIS: You don't need to turn it off  MATT: Do you want me to turn it off? Is it making you uncomfortable? ALL: No, no way LAURA: Yeah, it's supposed to make us uncomfortable. TALIESIN: Oh my god! MATT: ..all right so you got. You okay? TALIESIN: Yeah I just saw everything reset and it was like it was like being slapped in the face. (laughter) NARRATOR: My favorite example of Matt checking in on a player happens when Yasha is mind controlled. Taking away a player's autonomy with a control mechanic is a potentially very triggering thing to do to a character and their player. It is absolutely a condition you should cover during the session zero and one that needs to be taken seriously. ASHLEY: Yeah, it's it's it's weird being an NPC. ASHLEY: That's that's intense. (nervous laughter) MATT: That's the end of this chapter for Yasha. ASHLEY: I feel that Yasha is obviously in the best hands with Matt. NARRATOR: Watch Matt noticed that Ashley looks just slightly upset after Yasha was mind controlled and very quickly check in with her here. TALIESIN: four, five. I'm casting Bless on everybody. MATT: Okay. NARRATOR: Another example of this is when Laura and Sam were excited when Laura was pregnant and her baby started to kick during the game. They fell right out of character and were just excited and in the moment together. Similar to Travis having a fidget item and the cast getting whatever food and drinks they need. It's just a recognition that we're playing in the real world and there's real things happening and those things are honestly more important than the game. A final example of a check-in is Matt encouraging his players and being on their side when they're honestly getting very frustrated and disappointed about their roles. He's acknowledging the reality that there are a group of friends around a table playing a game instead of upholding the DM verse player dichotomy. LAURA: God fucking dammit! Why do I suck so hard you guys? (all talking) MATT: You're actually, your character is pretty great and you play her pretty well I don't know. For a dice mogul your dice need to be cleansed . LAURA: I I MATT: (deep character voice) I'm good. (table and Laura frustrated groans) MATT: That first roll was so close that first roll was so close! I'm so sorry! TALIESIN: in your miserable life um ah man eight. MATT: Oh buddy! MATT: was higher so just roll constitution saving.. TALIESIN: seven MATT: Seven. Its gone unfortunatley. Did you take the war cater feat? TALEISIN: I did. MATT: So you, it's with advantage. TALIESIN: That was with advantage. MATT: Oh, buddy! Buddy! I'm so sorry. TALIESIN: I rolled a seven and a five. MATT: With your constitution saving throw? TALIESIN: Oh, with pus con, ten. MATT: Oh ten succeeds! TALIESIN: Never mind. NARRATOR: Our next tool for during the game is something I see Matt use a lot which is leaning into the epicness of the story. MATT: Now when the moment does happen don't gloss over it explain the death as cinematically as you can letting the epic final moments ring out in the party as a powerful if incredibly sad moment. NARRATOR: This is very specific to high role play tables. If a moment is hard or scary or upsetting with big emotions one way he helps the players in that moment is staying in the epicness of the story with them. Like with Percy here. MATT: The bullet (sound effect) sinks into Percy um you hear the air escape from his lungs as Orthax suddenly flares up with darkness. You watch as the edge of the barrel some sort of script that was carved on the side of one of the barrels flares away with a purple flash. TALIESIN: Oh I'm not unconscious that was that's technically speaking that's three that's three MATT: Percy is now devoid of life. NARRATOR: Or with Molly MATT: Molly, you have a brief moment as the consciousness in life leaves you what are your last words? TALIESIN: (spit) with blood. SAM: Oh god! MATT: As it kind of slams into his face Respect. (sound effect) and then twists the blade. The life leaves Molly TALIESIN: Eyes never shut. NARRATOR: or when it looked very much like Jester would not make it out of this situation alive here MATT: strikes both towards you you like it like there's that moment of quiet where your eyes closed and you're waiting for the minute moment and you hear this voice creep in your head and go. Don't worry I'm watching. And your arm without even noticing you feel like a hand to push your wrist and the shield goes up and (sound effect) deflects the impact. the the teeth streak across it and cling to it and begin to try and pull the shield away you just instinctually muscle it away. As you do you watch two teeth (sound effect) shatter and fall to the ground in front just that moment of strength billowing up from inside a pretty strong cleric NARRATOR: In each one he lent into telling an incredibly epic story for his players characters. Respecting them and the moment by staying in it. If the moment is hard with big emotions but all the players are in it and want to stay in it the best thing that you can do is lean into the epicness of the story. The cooler the story the more worth the big emotions feel. One complex example of really leaning into the story is Matt and Liam telling the story of Vax and the Raven Queen. MATT: and death hurts death is awful but death is also very important and I think in a weird way as is a lot of DND and role-playing games are there is catharsis and there is therapy kind of that comes from us grieving and dealing with even a fictional character in a fictional world's death. Um I know I mean Vax's story the last campaign that whole crazy arc had its own uh experience for a lot of us. NARRATOR: This story was almost a line for Liam because it was touching on things that were happening in his real life. LIAM: and in like the last weeks that my Mom was still with us and knowing that you know it wasn't going to be much longer this story took a turn it took and and I remember it was we had a game we had it was the point in the story where it was the tune it was the tomb episode and then I was going to go home. MATT: Does that bring you below zero? LAURA: yeah Vex's body falls and hits the stonework. LIAM: I pull my sister in close and I say take me instead you raven bitch. MATT: Breath fills Vex's lungs. TRAVIS: Vax, how are you feeling? LAURA: (quietly) Vax? LIAM: I walk out of the chamber. Yeah, not knowing if uh if it was just be a visit and I'd come back. It ended up I ended up seeing my mom to the end on that visit. But I remember we we all met for something. We had like a meeting with the group got together like a week later and I was not happy about how that went down. LAURA: You were so mad. LIAM: I wasn't like I mean I wasn't interested in the armor I didn't want the armor with everything going on for me I was like this is so heavy on top of my heavy. TRAVIS: Hey Vex do you want any like ale or anything? MATT: The history of her uh penance for uh ascending and taking the throne of another entity that was supplanted LAIM: And it turned into this, I don't know. I mean like. I wouldn't trade it for anything. at this point. But boy it was it was a tunnel. MATT: I'm sorry. LIAM: no, no, no, none of us you know what we're doing. MATT: I know. LIAM: But I had all that going on I had a lot I just had a lot of emotion I didn't know where to put it and it helped the the show helped to you know to stretch it all apart. It's the best thing that could have ever happened I really got to, you know like stare in to the deep dark truthful mirror. MATT: My Vax'ildan....it is time. NARRATOR: Matt and Liam were partners in leaning into the role play an epic story. This helped Liam and together they wove an interesting and complex story for Vax and the rest of the party. LIAM: Fate touched? always gonna be a thing or do you think that just sprang out of that moment? MATT: This is you my champion you are fate touched. MATT: To be perfectly honest I'd decided on the fate touch thing because I know you were going through some hard stuff and I wanted to give some little kind of special light to you. BRIAN: Wow. SAM: Oh Matt. BRIAN: Wow that's crazy. MATT: I didn't know when it was going to come up (laughter) BRIAN: Oh buddy. MATT: As you walk forward, you see reaching from the light the dark hair the fair skin and the wide smile of your mother Elena. (voice shaking) As she greats you she says, I'm so proud. NARRATOR: If I was to suggest one more safety tool for Critical Role to use during the game it would be the Traffic Light system. This is a system where you use red and orange and green to show how you're going as a player. Liam goes so deep into character it is sometimes very hard to tell if he is upset or if it is just his character and he is actually just fine. Here is an example of how the traffic light system would help in these situations VICTORIA: If you're, let's say your character is angry or upset about something or your character is going through something that would be kind of traumatic and you're role-playing you just hold up green to let everyone know you yourself are okay you're just role playing and you are having a grand old time even though your character seems upset or or what have you NARRATOR: After the game. When you are as heavy into role play as the cast is character bleed can be a real problem. Emotions stress and character conflict can bleed over into your emotions and your life. You need tools to help process and step out of character BRIAN: Has it been difficult to transition from Vax and Keyleth's relationship to developing a new one for Caleb and Beau? LIAM: Yes it has. MARISHA: Oh that's a fun question. LIAM: Yes it has MARISHA: Oh I hate you so much that's so fun. LIAM: But we have had some disputes onset offset yep MARISHA: I wouldn't say disputes. LIAM: What what word would you use to categorize our discussions about what went down in the house. MARISHA: Clarifications. LIAM: Clarifications. Okay got it got it. (laughter) MARISHA: So Beau ended up teaching me a whole new set of lessons of I'm not defined by this character that I am playing. I can separate it. NARRATOR: Debrief. Talking about the game or debriefing helps you step out of character. It helps integrate new information into your brain by putting words around your feelings and helps you understand that in the meta you're not alone. (laughing) MATT: as you walk into the death respite tavern we're gonna end tonight's session there we'll pick this up next week ALL: (yelling) (more yelling) LIAM: You break our hearts and pull arehole out? MARISHA: I know! LAURA: How dare you! MATT: Of it's beautiful. LAURA: I'm so angry at you! SAM: I would have started a war again. TRAVIS: Beau was about to just walk away from everything! (lots of cross talk) MARISHA: Not made up my mind. Still, sort of, processing some stuff. TALEISIN: You sacrificed a cupcake!! MATT: And that's where we're gonna end the session for tonight. (all groan) LIAM: You sadistic mother fucker! You cut it right there? I was ok till just then! TALEISIN: That's not nice, thats not nice. MATT: I'm so sorry. TRAVIS: Oh, man it's so good. TALIESIN: I don't feel good. Nothing feels good. LAURA: NOO! LIAM: I was ok till right then!! ASHLEY: Lets, just, let's just do like one more hour. (laughter) TRAVIS: Thats was, amazing. That was brutal. We didn't have a fucking chance. TALIESIN: No there was not a fucking prayer. (Liam continues to groan) NARRATOR: After the game is finished and everyone goes home the debrief will continue. Matt talks here about the cast group chat and how he checks in with the players after the game. BRIAN: It's Thursday night the game's gone great you're in the car on the way home what goes through your mind? on the good nights on the nights where you feel like yeah that was it. MATT: The first thing I do is turn to Marisha say, did you have fun like every time that's my first priority. I wanna make sure the players had a good time and we'll text afterwards and make sure everyone had a good time. BRIAN: On the nights where maybe things don't go the way you wanted them to or you feel like one of the players is didn't enjoy it or had a bad experience. What's going how how different are those nights for you what's going through your mind. MATT: Those moments happen and they have happened in the past um it's it's about talking about it I'll ask you like hey hey what's what's on your mind? You know what has you worried about this? Or what what bothered you about this scenario? BRIAN: You're my friend first. MATT: Exactly!  Yeah BRIAN: Before a player you're my friend. I care about your experience. MATT: Exactly and so I would ask them directly you know what what bothers you about this circumstance this interaction this resolution and if it's something that they only have some of the information of and there's a purpose to these things and it got construed a certain way then I might be reassuring be like well if you trust in me know that the direction this is going will end up being ultimately something you really appreciate. If it's something that they're really like I didn't like that at all. I'll be like I'm really sorry I didn't understand that. I now know that boundary or that scenario that you're not happy with and I will consider that in how I adjust the narrative going forward. Because ultimately I'm still wanting this to be fun for my friends. NARRATOR: This debrief links all the way back to consent and session zero. Remember that lines and veils can change for a player at any time. A boundary may happen during game play that both you and the player had no idea of. MATT: So just checking in you know. Even just recently with Travis you know checking in with him afterwards. You know playing a character now that requires a little more cleverness and ingenuity. It's brought its own challenges for him too and it's easy for a player to get frustrated when they feel like they're not playing optimally or they're making mistakes but that's what people do. BRIAN: I'm sure it's the same for you on the other side MATT: Oh yeah I make mistakes all the time Uh but part of being a dungeon master is to not show that it's obfuscating the mistakes you make. Uh unless they're really big in which case you you own up to it and try and course correct. But yeah you know engaging with him is a good example of me checking with the players and if I feel something's off being you know what's going on why explain this to me try and assure them that maybe they misunderstood the scenario or if it just was not something they're comfortable with then assuring them that you will find a way to you know to correct it in the future. NARRATOR: As well as a small chat we see at the end of each episode and the group text chat the cast have to talk about the game details, Talks Machina is a great example of a debrief. You're talking on a comfy couch, surrounded by mementos of the game. No judgment for thinking deeply and emotionally about the game but also an understanding that you can laugh about it too. SAM: They felt good. BRIAN: Were they warm to the touch? SAM: Yes no they uh it was some really fine acting on the part of my cast mates and I enjoyed watching them. Uh I did I did not do any of that to uh to hurt you as people or as characters.  (cast laughing) Um I do not I did not mean any sort of betrayal by it guys I love you. NARRATOR: In Critical Role they also do a very specific debrief when a player character dies MATT: Go out with the players to get drinks or a fine meal to celebrate the memory of the character as just a group of friends sitting in a restaurant somewhere uh really also helps get rid of all the tension at the moment and let you guys remind yourself but it's just a game and you're all friends still having a good time even when the sad moments happen. friends who are in this game that you trust enough you should all also support each other when those dark moments happen outside of the game. Whenever we lose a character in the game we have like a wake. We go to an irish pub that we go to often in Burbank and we all get drinks and we have a wake for that character. TRAVIS: Whaaaaaat just happened? MARISHA: Wait is that, is that it? We need to know because if that's it then we gotta go get drinks. (sniff) That was our promise. MATT: And it's part of that process too because it is a part of that even though it's imaginary there's a part of that experience and journey that's come to an end and that deserves its respect as well and we all are there to help support the player and you know. As as a playing group you know be there for your friends who may be going through that experience because it is even though it is make-believe and it is a game that is still a loss and that's not a bad thing either loss is an important thing to process because life comes with loss and part of the wonderful experiences of role-playing games it allows us to save space to explore very positive and very negative emotions in a healthy way and make us better people through it. So just be there for them be supportive and be the best friends and co-players you can be. NARRATOR: After getting your emotions out it's also a good idea to do a specific debrief for your DM. You can see here Matt expressing that the DM roll can be extra emotionally taxing. MATT: I was tense with the whole thing. I was watching it all in unvail going... BRIAN: yeah yeah yeah yeah. LIAM: You got a little residual anger don't worry. MATT: I'm used to it.  (laughter) I'm usually always in that bullseye so it's fine. From a DM standpoint it's interesting and any anybody out there who has been you know GM or DM for games before. Yeah it's a lot of work and it's such a lot of preparation well it's not the same kind of I guess you could say a therapeutic experience from the players like building a camaraderie and like you know surmounting challenges together and problem solving you know that's your guys realm. And while there is a separation there in some ways it's like I am jealous of some elements of that closeness you guys have built at the same time there's such a wonderful joy in creating something that other people then get to play in and enjoy the way you guys do. It's so fulfilling to me and for most people that run games the same way it's it's addictive in such a positive way that you get to to create almost selflessly just so that your friends can enjoy it together. Man it's so weird playing your arsehole Dad. There are NPCs that are challenging and such but like between your Dad and Tyrion's Dad. Those are two NPCs that have been like the the grossest to step into for different reasons uh yeah. MATT: Have hope, have faith, we'll see what transpires members of Vox Machina. MARISHA: Faith? What? We don't have faith at this table! TALIESIN: It's okay. MATT: It's fun to be the DM. NARRATOR: And here you can see a great example of the cast encouraging Matt and showing how excited and appreciative they are for the work he puts in the game. LAURA: Oh my god look at how amazing the map is!! LIAM: You worked so hard on that. (excited noises from whole cast) SAM: Let's just attack, just cause. NARRATOR: You need to remember that the DM is a player too. Game safety is everyone's responsibility and these tools apply to the DM just as much as it applies to the player. However ultimately the DM shoulders a lot of the emotional burden of the game. One thing you can do for your DM is give them a start and a wish. Everyone goes around the table or in a text chat and just says one thing they really loved about the game that's a star and one thing that they would love to see in the game in the future that's a wish. This really helps with what's known as DM drop which is a feeling that happens at the end of the game when the DM feels like they've done a terrible job even though the players have had a great time. This really specific feedback can help the DM see that the players are invested and as a DM they've done a great job. Aftercare. Aftercare are ways you reconnect and calm down that may have nothing to do with the game at all. It is the understanding that you may actually need some self-care after the game. TALIESIN: um well I hadn't slept the night before already and then I didn't sleep that night either yeah oh. BRIAN: You were not expecting when you showed up Thursday night that that would be the end of Molly's.. TALEISEN: No I really was not and then I went home and I and I went fetal and had some feelings for a while and then eventually the sun rose. AUDIENCE MEMBER: If you're at home feeling bummed about maybe on Friday something that happened on Thursday night and you're like man like I need to get out of this funk like do you have ways of coping LIAM: Yeah I pull my head out of the game I'll I'll I will play a game with my kid or I'll watch a movie with my wife or go running or running is great not for your knees but for everything else or spend time with these guys outside of the game. There's lots of ways but it definitely does you know we were really invested in this story so it just sort of drags along like coattails with us wherever we go but these feel like synthetic memories so anytime our loved one I mean we love each other so anytime the the superimposed uh fantasy friend gets killed or has to leave or whatever happens like that that that shit we carry it around. NARRATOR: Aftercare is also about recognizing that you're all people first and reconnecting as friends can help you process and move on from the game. AUDIENCE MEMBER: You guys have the car rides home. How do you deal with some of those more intense moments that somebody did something Matt you may have killed a character or whatever MARISHA: I push him out the window at the Taco Bell MATT: Yeah yeah no seriously like like calm down Taco Bell's definitely a thing after an intense session like yeah like driving kind of scratched the knee you want Taco Bell, yes okay. TRAVIS: Guys we do the same shit MARISHA: yeah yeah yeah TRAVIS: We have our own Taco Bell you're like Why did you take my deck of many things Laura!? LAURA: You told you weren't going to do it Laura! MARISHA: I feel like for us at the end of the game for Matt he's like huh done for the week and I'm just getting revved up. MATT: Why did you ever get the thought it was me going oh it turned for the week it's me going, I'm sorry. SAM: You know we do check in a lot with each other um thanks to Matt and thanks to to all of us um like for instance yesterday morning we all had breakfast together it was really nice we just talked about stuff and uh and it was it was great to just sort of reconnect to everybody. NARRATOR: So you can see the cast of Critical Role use lots of safety tools before during and after their game on and off stream to keep each other safe. Before the game they set up trust and talk about boundaries and consent and lines and veils. During the game they use these lines and veils they also have an open table and take breaks they do reality checks and check in with each other. They also lean into epic story moments. After the game they debrief and do aftercare. Let's look at a scene and see how many of these safety tools we can observe from just one moment of Critical Role. I'll pop this animation over any safety tools that I can see and let me know if you see any others in the comments. MATT: Mama Mama. He like leans up to the cage and puts his hand over the outside of the bar and reaches out for you with the other hand untwines his fingers. Mama, Mama. you came come. SUMALEE: I'm here. Mama's here. LIAM: (very quiet) I don't like it. SAM: That's a one. (laughter) MATT: Sam! MATT: And that's where we'll leave tonight. (groans) SUMALEE: Thank you guys so much. MARISHA: Sumalee! MATT: Thank you for playing with us. (lots of cross talk) LIAM: I have so much murder in my eye right now. SUMALEE: It's so easy to get into with, all of you guys being so like embodying your characters so well it just is so easy. MATT: It's the best game. SUMALEE: and it was so much fun SAM: You were so great so confident so much great role playing amazing! SUMALEE: I learned from you guys. I learned by watching you. NARRATOR: So as you can see safety tools can be subtle and can look really organic but it's important to explicitly set them up at your table. Finally how do you stay happy and safe watching Critical Role as an audience member? As the audience you have the right to trust that the cast are being safe. If they're mad or sad or upset or flirting they understand each other's boundaries. But how are you looking after yourself while watching Critical Role? Do you watch Talks Makina and talk with different people to debrief? Do you have a good crit role buddy, like I have with Sarah that you watch the show with or live tweet with. We now also have the Crit Role Content Warning project on the Critical Role wiki and on Twitter. It is a great tool if there is specific content you would rather avoid. Thank you for watching my video and let me know in the comments what you do to stay safe at your table. Please ask any questions you have about how to implement safety tools in your own games. As I said earlier I've put heaps of links in the description box below to help you find TTRPG safety tool resources that'll work for you. So if you are playing with strangers at a game store or online or even with your very closest friends it is always best to be on that role play roller coaster with all the safety possible. Have fun and is it Friday slash Thursday yet. MATT: Thursdays are still very sacred you know no matter how busy the the week is no matter how messed up and on fire the world becomes uh to all of us as soon as like 6:30 on Thursday rolls around we all get to kind of shed all of that anxiety we get to shed all that for a few hours and just be us around the table telling a story and and supporting each other and having a great time. ME: I can't work out what music to have in the credits. My sister: Just do this (tries to sing Indiana Jones theme song) ME: but if it gets too close it might get copyrighted. My sister: what if I just go down the octave? (sings Indiana Jones theme down an octave?) ME: Why did you think why is that for Critical Role. My Sister: That's what came to my brain I don't know also because what you're doing is pretty amazing and majestic and that's a pretty amazing. ME: ohhh. Thats very sweet.
Info
Channel: Soda Wax
Views: 298,455
Rating: undefined out of 5
Keywords: Critical Role, Dragon Friends, Matt Mercer, Sam Regil, Sam regiel, Travis, Willingham, Marisha, Ray, Taliesin, Jaffe, Ashley, Johnson, Laura Bailey, Voice Actor, Liam, o'brien, obrin, jester, fjord, caleb, yasha, beau, caduceus, exandria, Bisexual, vax, raven queen, kianna shaw, ttrpg, safety tools
Id: g-mjkcjWaZ0
Channel Id: undefined
Length: 47min 37sec (2857 seconds)
Published: Sat Apr 17 2021
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