Using the safety tools here can provide a safe and constructive way to talk about what all of the players (PCs and GMs alike) are comfortable with in their games. Many of these concepts can be found elsewhere on the internet, but are abridged here for your convenience.
Warning, this guide is not meant to be read from top to bottom. Instead, it simply catalogs various methods to provide a safe roleplay experience. Each section can be read independently of all other sections. Feel free to skim, but know that deviating from and discouraging these rules at your table goes directly against the rules as listed here. Seek to understand, include, and do right by everyone in action, intent, and thought and you will be obeying the rules as listed here in the most basic sense.
Boundaries:
PCs and GMs alike have a right to set their boundaries and demand respect for said boundaries. Loosely defined, boundaries are guidelines, rules, and limitations that a player sets for another player; boundaries can be about anything (behavior, objects, topics of conversation) that they a) do not want in game, b) do not want to happen to their character, c) do not want in other player’s backstories, d) in table discussion, or e) anywhere near them.
In brief, when a person says “no” to something, when they say “I do not want X to happen at the table”, they are asking you to respect their boundaries as a person or a player at the table.
The person who sets a boundary does not need to disclose why this is a boundary for them, as it may be triggering. If they do not feel their boundaries are being respected, they should consider having a conversation regarding the matter. If they do not feel heard or respected, they should consider leaving the group altogether.
Exploring Narratives with Triggering Content
Likewise, a group may want to explore narratives that has triggering content. the GM must be fully aware of this, have a conversation with their players to set expectations. If this is the case, everyone must unanimously agree to do so; additionally, a person may revoke their consent at anytime.
To clarify, Chimera supports both its GMs and Players who decide to engage in the world, but does not outwardly or openly condonethe shenanigans people should get up to that would trigger someone, offend the boundaries of a person, etc. Chimera seeks to create a safe roleplay space, but this effort is largely up to the people who pick up the hobby.
Sensitive Topics:
As a GM, it is wise to open the conversation to your players regarding topics they may be sensitive to. This is in an effort to either avoid them altogether or respectfully fade-to-black or otherwise omit certain details from the world.
Potential trigger warnings ahead, as some of these will be mentioned to designate common sensitive topics.
Many players come to the hobby to enjoy an escapist fantasy, a power fantasy, and what have you. What one player enjoys may offend another. Check to see what your players enjoy, but also what they don’t enjoy. For example, Chimera involves combat, and while there are pacifistic options, some players may not enjoy this nor want in-depth details about how they handle foes. Ask them what they expect, and ask them what media they have seen that they would enjoy participating in (anything from My Little Pony to Game of Thrones).
Remember, you are building a world together. If you have a vision for a world, see if you can compromise and accommodate your players. After all, these are hopefully your friends, and you are building a world with them and for one another, not just for yourself.
X-Card / and O-Card
Cards are optimal at the table when a scenario is on-going. Sometimes, it can be hard to speak up when we encounter a difficult situation; we don’t want to be singled out, interrupting is rude, and maybe you’ll just grit and bear it. On the opposite side of the metaphorical coin, sometimes we experience a strong emotional reaction while roleplaying and are vulnerable, but feel okay with how the situation is progressing. These cards are meant to symbolically bypass these fears and quickly speak up. As a sidenote, no one can pick up a card for you.
The X-Card represents something you are not comfortable with at the table: something has killed the fun, you are uncomfortable, and you wish to get this situation over with quickly. GMs, this card means you fade to black with the given situation and move on immediately. This also means that when you take a break or when the session ends, you should privately open the conversation to this player to discuss what bothered them. Player, you must briefly explain what about the situation you wish to avoid in the future, but you do not have to explain why; shaking your head or responding with a short “it made me uncomfortable” is perfectly okay. As a side-note, GM, it is up to you if you want to employ this altogether. I recommend it, as it allows you the opportunity to address sensitive topics at the table as it happens. However, you may worry, given the appropriate circumstance, about a player abusing this power generally or using it to single another player out. If this concerns you, open the conversation with either player respectfully, and, if you feel you are not getting anywhere with either player, feel free to tactfully discuss this with the group.
The O-Card represents something you are comfortable with: something has happened that you enjoy, that you are comfortable with, and you wish to continue the scene regardless of your own and only your own emotional reaction at the table during the game. If someone else is crying and you put up the O-Card (for them or for yourself--you sick fuck), that does not mean the situation gets to continue. GMs, you can also use this to test player engagement outside emotionally charged situations. “How’s everyone doing so far?” and see how many use either card. If the O-Card is used and it is an emotionally charged situation, it is polite to double check with the player: “Is everyone alright so far?” Check with a look or an, “Are we sure?” and with an explicit confirmation, proceed. Later, it is still good to double check with the player or everyone involved about the situation and what made it enjoyable even if emotionally charged.
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