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.
Session zero
Section titled “Session zero”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 and veils
Section titled “Lines and veils”- 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.
Stopping or changing a scene
Section titled “Stopping or changing a scene”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.
Check-ins
Section titled “Check-ins”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.