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Safety Tools

A game works best when everyone at the table is enjoying it. These tools help a group agree what kind of game they want and change course when something isn’t working. None of them needs a reason or a debate: using one is enough.

Before the campaign starts, meet to talk about it rather than play. Agree on:

  • the tone of the game and the kinds of stories you want to tell;
  • how characters know each other and why they work together;
  • how often you’ll play, and what happens when someone can’t make it;
  • which table conventions you’ll use;
  • the lines and veils below.

Revisit these whenever a new player joins or the campaign changes direction.

  • Lines are content the group agrees to leave out of the game entirely.
  • Veils are content that can happen in the story but isn’t described in detail: the scene fades out, or it’s summarised in a sentence.

Anyone can add a line or a veil at any time, including during play, and they don’t have to explain why. Keep the list where the whole group can see it.

Agree on a simple signal anyone can use to skip or change what’s happening, with no questions asked. Some groups use a card on the table that a player taps (the X-Card, created by John Stavropoulos), others a word or gesture. When it’s used, the GM moves the story on, and the group carries on without discussing it unless the player wants to.

At natural breaks and at the end of a session, ask how the game is going: what people enjoyed, what they’d like more or less of, and anything that made them uncomfortable. A short conversation now avoids a bigger one later.