Georg
Magistrate
The purpose of this topic is to develop in maximum generality the rules of the crucifixion game of similar BDSM-games, as well as the rules for generating scenarios of such games. We all want the crucifixion game to be safe and pleasant , to bring as much joy and vivid emotions as possible. As we know , BDSM is based on three principles- safe, sane, consensual. We will proceed from them.
1. The basic rule.
1.1 The Safety
There are three types of dangers.
Physical danger. The risk of death or physical injury requiring clinical treatment.This is the most obvious kind of danger. This also includes diseases, including venereal and unplanned pregnancy in women. None of this is needed in the game.
Psychological danger. The risk of loss of will or mental trauma. An explanation is needed here.The purpose of torture is to break the will of a person, turn him into a passive vegetable, unable to make independent decisions. To act against beliefs is what humiliates. Humiliation undermines the core of the personality. No one wants to repeat the fate of Theon Greyjoy or find themselves in the situation of the Stanford prison experiment.
Social danger. Destruction of social connections. ""Loss of face" People want to preserve the respect of their colleagues and comrades, parents and children. Therefore, the privacy of the participants of the game should not be violated.
All three types of risks should be excluded.
So, after all, what kind of experience do we want from the game?
Pain without clinical trauma. Pain should be interesting, bright and unfeigned, but not requiring medical insurance.
Humiliation without breaking the personality. Freedom to commit shameful acts that will be perceived by others not with indifference or disgust, but with sympathy.
Shame without breaking social connections. Shame in front of the same participants of the game, who themselves can be shamed .
Shame and humiliation differ in orientation. Humiliation is an inner feeling. Shame is external.The participants of the game accept each other as they are.They are not afraid of being shamed in each other's eyes and willingly share their humiliation among themselves.
To sum up, there should be no existential horror and no grounds for fear.
1.2.The Sanity
The costs of the game, including, as economic theory teaches, opportunity costs. People will not consider it rational to give up education, career or material prosperity for the sake of pleasure. After all, time is also an irreplaceable resource. People don't want to earn money from them without giving away resources that can be invested in return. However, the game should not be a way of earning money. After all, this is also a enforcement. People want to play on a non-commercial basis for the pleasure of the game itself.Therefore, the issues of providing material resources should be solved outside the game on a cooperative basis, and the game itself takes place in free time.
1.3.The Consensual
Exit from the game is guaranteed! This is the basic rule. The costs of entering the game and exiting the game are zero. No hopeless situations and self-tightening funnels of events. In case of violation of the basic rules, the exit is carried out automatically and immediately!
Within the framework of the basic rules, three gradations of exit conditions are possible at the player's request:
Soft exit conditions. The game can be stopped at any time by the "stop word" and continued from the moment of stopping.
Normal (realistic) exit conditions. The game can be stopped at any time by the "stop word" and started anew.
Hard exit conditions. The game can be interrupted only at clearly specified times (for example, once a day) or in certain security locations (for example, in private rooms). Access to exit points is garnished.
1. The basic rule.
1.1 The Safety
There are three types of dangers.
Physical danger. The risk of death or physical injury requiring clinical treatment.This is the most obvious kind of danger. This also includes diseases, including venereal and unplanned pregnancy in women. None of this is needed in the game.
Psychological danger. The risk of loss of will or mental trauma. An explanation is needed here.The purpose of torture is to break the will of a person, turn him into a passive vegetable, unable to make independent decisions. To act against beliefs is what humiliates. Humiliation undermines the core of the personality. No one wants to repeat the fate of Theon Greyjoy or find themselves in the situation of the Stanford prison experiment.
Social danger. Destruction of social connections. ""Loss of face" People want to preserve the respect of their colleagues and comrades, parents and children. Therefore, the privacy of the participants of the game should not be violated.
All three types of risks should be excluded.
So, after all, what kind of experience do we want from the game?
Pain without clinical trauma. Pain should be interesting, bright and unfeigned, but not requiring medical insurance.
Humiliation without breaking the personality. Freedom to commit shameful acts that will be perceived by others not with indifference or disgust, but with sympathy.
Shame without breaking social connections. Shame in front of the same participants of the game, who themselves can be shamed .
Shame and humiliation differ in orientation. Humiliation is an inner feeling. Shame is external.The participants of the game accept each other as they are.They are not afraid of being shamed in each other's eyes and willingly share their humiliation among themselves.
To sum up, there should be no existential horror and no grounds for fear.
1.2.The Sanity
The costs of the game, including, as economic theory teaches, opportunity costs. People will not consider it rational to give up education, career or material prosperity for the sake of pleasure. After all, time is also an irreplaceable resource. People don't want to earn money from them without giving away resources that can be invested in return. However, the game should not be a way of earning money. After all, this is also a enforcement. People want to play on a non-commercial basis for the pleasure of the game itself.Therefore, the issues of providing material resources should be solved outside the game on a cooperative basis, and the game itself takes place in free time.
1.3.The Consensual
Exit from the game is guaranteed! This is the basic rule. The costs of entering the game and exiting the game are zero. No hopeless situations and self-tightening funnels of events. In case of violation of the basic rules, the exit is carried out automatically and immediately!
Within the framework of the basic rules, three gradations of exit conditions are possible at the player's request:
Soft exit conditions. The game can be stopped at any time by the "stop word" and continued from the moment of stopping.
Normal (realistic) exit conditions. The game can be stopped at any time by the "stop word" and started anew.
Hard exit conditions. The game can be interrupted only at clearly specified times (for example, once a day) or in certain security locations (for example, in private rooms). Access to exit points is garnished.