Safety tools in Dungeons and Dragons (D&D) games are mechanisms implemented to ensure a comfortable and respectful gaming experience for all participants. These tools help address sensitive topics, establish boundaries, and create a supportive environment. Some commonly used safety tools in D&D include:
X, N, and O cards are check-in tools. They can be used by tapping physical cards, typing the letter in the chat function of the video conference software or virtual tabletop you are using, or using hand signals. Before the game begins, remind everyone that they are available and how to use them.
Lines and veils are used to set boundaries on content in a game. Lines are hard limits on content, things that the GM or the players don’t want to engage in. Setting up a line means that content won’t show up in the game at all. Veils are soft limits, things that are ok “behind a curtain” or when they “cut-to-black.” Setting up a veil means that the content might be in the game but not spotlighted or described in great detail. Lines and veils can be adjusted as needed throughout the game.
If at any time a player is no longer comfortable participating in a scene that is happening, but they do not object to the scene’s content remaining in the game, they say, “I exit the scene.” Their character leaves the scene and the scene or story continues without interruption. Other characters do not get to object or impair the character’s exit. There is no roleplaying penalty or consequence for leaving. The character leaves because of a very good reason that may or may not be specified.
Lets players communicate how they are feeling about a scene in a subtle, non-verbal way. There are three cards on the table, one of each color: green, yellow, and red. Sometimes they can be the shape of petals or have flower pictures on them, but the three colors are what is most important. The person activating the card will make direct eye contact with the person they are trying to communicate with and tap one of the cards.
A more complex tool than some of the others, but it is highly effective at giving everyone at the table more direct control of a scene when they feel uncomfortable. Three cards are placed in the middle of the table labeled “rewind”, “pause’, and “fast forward” that anyone at the table can tap to activate. “Rewind” – this card takes the game back to before the uncomfortable content so things can be retconned “Pause” – this card puts the scene on pause but doesn’t make any changes. Take a breath! “Fast Forward” – this card skips play forward past the uncomfortable content so that it isn’t described.
When a participant comes across triggering content in play, they can choose to discuss it with the other people at the table. The participant is given complete control over that content, expressed as a need or want for how play will continue. This can include in-game directions for plot and characters, as well as out of game needs such as breaks. After the need and wants are expressed, everyone continues play to accomodate the requests.
Debriefing as a group is a great way to reflect on the game, identify possible issues, highlight the fun things to continue, and work through potential bleed. Debriefing can happen right after the game or in the days following the stream.
Session 0s are a great way to begin communication, set expectations on the kind of story and play, and introduce and discuss what safety tools will be used at the table.
The Open Door is the assurance that someone can leave or take a break from the game for their own safety and well-being without being judged. State this at the beginning and periodically throughout the game.communicate how they are feeling about a scene in a subtle, non-verbal way.
For games longer than 2 hours or games that have intense content, having a short built-in break is recommended to allow people to stay focused and process. Allow for discussion, bio breaks, or any other needs during this time.communicate how they are feeling about a scene in a subtle, non-verbal way.
Emotions and stress from the game can bleed over into post-game life. This can affect the enjoyment of the game, as well as out-of-game relationships between players and GM if not worked through. Being open and honest about where the game begins and ends, and being conscious of which feelings belong to the player and which are just bleed, helps to mitigate the effects.
Together as a group after the game, check-in with everyone to see how they are feeling. This is an open way for everyone to emotionally decompress, talk through, and process the events of the session in a safe environment. Encourage everyone to practice their own forms of self-care and remind them that their mental health comes first.
Participants are asked to share a “rose” - something positive about the game, a “bud” - something the look forward to, and a “thorn” - something they feel stuck with or could have gone better.