but I tend to think it's better to operate under the assumption that things are ok until you know people have a problem with them.
I tend to think people that assume this are a major issue just about anywhere you go... be it online, in game, or real life. There's nothing hard at all about talking to the others at the game table first to be like "Hey, my character totally hates elves and is going to go ballistic and try to kill any we see without question" and getting feedback from the party.
Likewise its not that hard to ask someone in public "Hey man, my earbuds are broke do you mind if I listen to music on my phone through the speaker?". If you ask your more likely to get a yes answer from most people. But if you're just sitting there at the airport with your music blasting on your crappy iphone apparently unaware of the world around you I'm going to be tempted to report you as a suspicious person to TSA.
yeah that's a pretty different scenario. I'm talking specifically about a setting where we all came together, in a group we agreed upon, to play a game together. settings in which we didn't actively agree to participate with each other aren't comparable. if I'm, say, at an airport, and you're at an airport, you didn't agree to be there with me, and so it's totally reasonable to expect me to not interact with you, including forcing you to listen to my music. and even in certain explicitly interactive settings, we have a clear goal in mind when we begin that interaction, and generally it's reasonable to expect that our interaction will be limited to furthering that goal. for instance, if you're ordering a sandwich, it's reasonable for you to assume that the person making it will not stop and spend half an hour talking to you about how martians are secretly living in hidden caves on mount Everest, because both of you entered this interaction on the implicit assumption that the goal of it was for you to pay for and receive a sandwich.
but roleplaying isn't a goal-oriented interaction. it's an explorational, collaborative storytelling engagement. and in
that context, I think the best format is as few boundaries as possible. part of the experience is surprise at what other players do and the unpredictable nature of the characters and the world, and if everyone's stopping every five seconds to check that no one's going to be upset by what they're about to do, that kills that surprise. I don't
want surprise at the airport, and I certainly don't want it while getting a sandwich, but it's the point of roleplaying so, in the context of roleplaying, blatant forewarning is antithetical to the goals of the activity.
again, I don't think you should do things that you know or suspect will seriously upset other players out of game. so in any given context, you may decide not to attack another character because you think that that character's player would get really angry, or because they'd previously expressed dislike for pvp. and that's reasonable. and maybe you don't do it because
you don't want to, even if you think your character would. and that's ok too. it's about having fun, and if that's not fun don't do it. but don't claim that it's about being a better roleplayer, because it's not.