Crow’s Corner

Playing With Care: A Guide to RPG Safety Tools


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No player’s enjoyment should outweigh another’s safety or well-being.

Tabletop RPGs are supposed to be collaborative, creative, and - above all - safe. Not every player comes to the table with the same life experiences. What feels like “just a game” to one person can be deeply uncomfortable, or even retraumatizing, for another. This applies especially to marginalized groups, whose safety is not always a given in many social situations. As GMs we should do what we can to facilitate a game where everyone feels safe and has fun - and safety tools are a relatively easy way to do just that.

Over the years, I’ve played in a wide variety of groups, clubs, conventions and private tables and have seen many different approaches to implementing (or neglecting) safety tools. Some groups talk about these tools but fail in execution (see the DOs and DON’Ts part of my article), while others assume familiarity among players means there is no need for safety tools. I myself have fallen in that trap in the past. In my experience, this can quickly lead to misunderstandings, tension, lingering negative feelings or even the leaving of a table or community.

There are plenty of tools to choose from, so I will go into some of them - and how to use them effectively - in this article. They will not only help you avoid problems, but also facilitate games where everyone can approach difficult subjects with confidence.

Overview of some Safety Tools

Below you can find a selection of the safety tools that I use in my games (and some more). Which ones I use usually depends on the kind of game I’m running and I usually use a combination of two to five of them.

Tools for before the game

CATS is short for Content, Aim, Tone and Subject Matter. It can be done within a few minutes and it’s excellent to set first expectations about the game and as a starting point from which to negotiate Lines & Veils. I use this in any game where there is a chance of someone not having played that game before. Read more about it on 200wordrpg.github.io.

Lines & Veils were first mentioned by Ron Edwards in a supplement for the Sorcerer RPG. Lines are topics that will not be discussed or part of a campaign. Veils are topics that can come up, but will not be discussed in detail, or will happen off-screen. Be sure to give players space to add or adjust topics. It’s fast and easy to implement in any game, which makes it a reliable foundation for any session, no matter the game’s tone.

The Palette Grid is an advanced version of Lines & Veils, where you can differentiate between uncomfortable topics and topics you still want to explore, even though they are risky. I'd use this in games where I expect multiple risky subjects to come up during play. Read more about it on possumcreek.medium.com.

Consent Checklists are useful if you want to cover a broad range of topics, for example in a campaign setting or if you want the answers to be anonymous. It’s basically a long list of topics where players can select which ones they want to avoid. It's structured for opt-in, instead of opt-out, by default. Read more about it at montecookgames.com.

Tools for during the game

The X-Card, initially introduced by John Stavropoulos, is probably the simplest of all tools, which is why I usually use it in many of my games. Anyone can tap the X-Card whenever they are uncomfortable or feel unsafe. The GM/table adjusts the content and there doesn’t have to be a discussion as to why, unless the person using the X-Card wishes to. Read more about it at montecookgames.com.

Script Change by Beau Jágr Sheldon is similar to the X-Card, but enables players to articulate better what they wish should be done about the situation. There are selections like “Pause”, “Resume”, “Rewind” or “Fast Forward”, among others. I use these in narratively focused games, where players are more engaged in shaping the story. Read more about it on thoughty.itch.io.

The Traffic Light System or XNO Cards are based on the X-Card, but also add two more cards: Red/Yellow/Green or X (Stop)/N (No)/O (Okay). The X or Red card is a full stop, a line not to cross. The N or Yellow card is usually a warning, a signal that the scene might veer into X territory or that it’s time to put a veil over a scene. The O or Green card signals that everything is fine and I want to stay in that scene. It can also be used to check in on a player, if they are still okay with the ongoing scene. This is especially useful in very emotional or hostile situations or in-character group conflicts. I usually use these in groups that tend to veer into risky territory (like PvP) often. You can also use red/yellow/green UNO cards, if you don’t have specialized cards on hand.

An Open Door Policy means that players can at any time take a step out of the game (in a mature way). This can be to take bio-break, to get an emotional break or even to leave the session, without the obligation to justify themselves. At the end of the day we are playing a game, and sometimes people have a lot on their plate - it’s not our place as GMs to judge them about their priorities. If you need a certain attendance for a campaign, this should be made clear in session 0, as well as how to handle players with changed availabilities.

Tools for after the game

Stars and Wishes is a tool for giving positive feedback and forward-looking criticism. It’s a combination of highlighting all that went well and also giving the players some room to voice their wishes for the future of the game. I try to use this for all my games. Read more about it on gauntlet-rpg.com.

You can also have a Debrief in any other way. Talking about your own feelings and takeaways from the session, can help to separate between the character’s and your own emotions. It’s always a good idea to tell your GM which parts of the session you appreciated. It’s recommended to end on a positive note. Feedback is always optional. I usually use this if I don't feel like receiving feedback on a particular day.

How to explain safety tools to new players

When you’re running games for completely new players (or players who have never used safety tools), take your time to explain them and why you use them. Safety tools exist to reduce the chance of harm or distress, not just surprise or discomfort.

Someone at their first game might be surprised or put off, when you suddenly start throwing risky topics left and right. Make it clear that just because a certain topic is listed under Veils or in a Consent Checklist, it doesn’t have to show up in the session.

Introduce the tools you use and show how to actually use them, to prepare new players to engage confidently.

Safety Tool Checklist

Before the game

At the beginning of the game

During the game

After the game

Using safety tools effectively - DOs and DON’Ts

DON'T make players justify why they don’t want to see a certain topic.

DON'T rely on "common sense" alone or assume you know all possible risky topics that will happen in your session. Everyone’s life experience is different, and what feels fine to you could be harmful to someone else.

DON'T assume you know your players well enough not use safety tools at all.

DON'T run games that are public and/or with strangers without safety tools.

DON'T use safety tools as a substitute for discussion. These tools are supportive, not a replacement for discussing boundaries and speaking up when you see someone being in discomfort.

DON'T just tell players which topics the game will feature and move on immediately.

DO warn your players of any risky topics that have a high chance of showing up in your game by default and work on a final list where everyone agrees. Give everyone space to disagree on topics.

DO check in from time to time, especially if you have new or inexperienced players. Review the topics set for your game in somewhat regular intervals during campaigns.

DO normalize using safety tools. Encourage players to use them, also for smaller things. Use them yourself.

DO try to actually adhere to the rules you set for the table. Mistakes happen and it’s always possible for a topic to come up, that was ruled out previously (or never opted-in, depending on the tools you use). Anyone who realizes this, should speak up. This doesn’t have to single out anyone and tools like the X-Card are a good tool to signal a topic to end. It’s always a good idea to apologize, if you brought up a topic that was uncomfortable for someone or made them feel unsafe, even if it was accidental. Read more about that at montecookgames.com.

DO intervene if you notice any unsafe behaviour or power dynamics at the table. Examples include new players being intimidated by veterans, players not speaking up when their lines are crossed or players from marginalized groups experiencing microaggression or stereotyping against themselves or their character, without consent.

DO know the difference between stereotypes and harmful stereotypes. Tabletop RPGs rely heavily on stereotypes (e.g. the noble paladin who takes oaths too seriously), just be mindful not to use harmful ones.

DO take responsibility for telling a diverse story and ask players what kind of story they want to tell with their characters. Do your research on marginalized groups that are not your own and how to portray them in ways that are not harmful, if they are a part of your game. This includes women.

But what if I can’t play my game without this topic?

Be up-front with it. It’s hard to play a vampire game without blood. A cyberpunk game without guns. Sometimes a topic is too integral to a game to change. Tell your participants the topics of the game as early as possible (best case, before meeting up), so they can make an informed choice if they want to play that game.

But what if my game hinges on a plot twist that I can’t reveal to my players beforehand?

If this is a long-term group or a group that has the time to fill out a full consent checklist (see montecookgames.com), this is the way to go. They won’t know which of the dozens of topics they agreed to will be the one for your twist or finale. Remember to still use tools like an X-Card, so players can revoke consent should it become too intense.

For open tables or other situations where filling out a full list isn’t viable? Just don’t run that adventure. No story is more important than the players participating in it. No matter how awesome you think that twist is - it’s not worth traumatizing someone. This is not a book, or a movie, that consumers can put down or turn off at any time. This is a game with four other people sitting next to them. No matter the safety tools, there will be some amount of social pressure to continue. Don’t put them on the spot. Only run it for people who have given enthusiastic consent.

Conclusion

Safety tools might be daunting to implement in a game at first, but they are indispensable if you want to ensure a healthy game where difficult topics can be approached with confidence. Where conflicts between characters can be portrayed without fear of hurting one another. So if you promote ways for everyone at the table to voice their feelings towards certain parts of the game, you will ensure that players will speak up, before dropping out. In the end, thoughtful use of these tools strengthens the game, the group and the story everyone creates together.

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