Safety First, Safety Second, Coolness Third

I have been lucky enough to run RPGs for tables of strangers at various convention events, including running some with strong horror themes. If you’re going to play with themes that can genuinely ruin someone’s mood, it’s important to make sure everyone at the table feels safe before we start terrorizing their characters.

And that means safety tools.

Here’s what’s worked for me:

I start with C.A.T.S.: Concept, Aim, Tone, Subject Matter. It’s a simple structure for sharing key details about the game. I tell everyone at the table that I want them to be very clear about what sort of game we’re playing, so no one is surprised once we start. (A big hat tip to The Gauntlet community, who evangelize the use of this tool.)

I also establish an Open Door policy:

“If at any point, this game stops being fun, it’s perfectly fine if you pack up and leave. No hard feelings, no questions asked, and I’ll be proud of you for prioritizing your own well-being. No game is more important that the people at the table.”

If I have time, I like to do a full introduction to Lines & Veils. Playing online makes it easy to share a list of common triggering topics and ask players if there are any topics they’d like to “line” (i.e. exclude from the game entirely) or “veil” (if the content appears in the game, it shouldn’t be described in any great detail, but mostly happen “off-stage.”)

During convention play, however, there’s often a time crunch so I don’t have time to both properly introduce the concept and give folks time to separately fill out a long form listing all potentially objectionable content.

When that’s the case, I use a condensed form of Lines & Veils:

1. I share a list of content warnings for elements inherent in the game they’re about to play and ask for objections.

2. I say that if any content comes up that’s objectionable, anyone at the table can say “actually, no” and we’ll pivot away from the topic.

However, I acknowledge that this practice has its limits. Not everyone will feel comfortable speaking up. Some people, when they start feeling uncomfortable, will try to power through it, while others might get quiet because the don’t want to make a fuss.

That’s why we don’t rely on objections alone. We put up guard rails before we start.

3. Personal objections – For this part of the condensed Lines & Veils, I hand out notecards to everyone.

I say “Don’t worry, we’re not going to touch on [a list of the most commonly objected to content]. But if you have anything specific you want to avoid, please write it on this card and pass it back to me, face down. I will take on lifeguard duties and if something you pass me comes up, I’ll object on your behalf and we’ll change the game accordingly.”

I also don’t want anyone feeling self-conscious about writing things down, so I have an additional request: “If you don’t have anything you want to add to our list of lines and veils, please write something down on the card in front of you anyway, so no one feels self-conscious that they’re the only person writing things down. Maybe write me a nice note?”

Amusingly enough, I have received some very nice notes with this method.

Two hand-written notes on notecards. 

On top:
Nice note: Thanks for setting clear expectations + prioritizing player safety!

On bottom:
great way of managing safety tools! I agree that they are important, and love the way you do it.

So yeah, little tip for GMs out there: it’s possible to marry safety tools with fishing for compliments if you want a pre-game confidence boost. Could be a game changer! Might catch on…

My horror-loving tables have had a great time torturing their characters. It was all smiles as their characters died. Starting out with a strong safety foundation makes that possible.

We got through all of the above in maybe 15-20 minutes, so there’s no reason to skip them. Be a good host to the strangers at your table. It pays off.