14: SAFETY
RPG safety tools, such as the X-Card to tap when something makes you uncomfortable and Lines and Veils to establish what to exclude or gloss over in advance, are a very helpful addition to the shared ideas of gaming. See the Consent in Gaming guide from Monte Cook Games.
They work much like physical safety tools like seatbelts. You won’t need them most of the time, but sometimes you might unexpectedly - and don’t get in the car with somebody who brags about thinking they don’t need them.
As Dave notes in his vlog, a lot of people will talk about this. So to also talk about something else too...
Stories contain a mix of rising action and periods of calm, possibly of safety or at least a chance to think. The Lord of the Rings does this frequently, especially in The Fellowship of the Ring. Indeed, the adventure starts in a place of safety, making it all the braver for the Hobbits to leave it behind. Where do your characters feel safe and what spurs them to leave?
Bonus round:
Limits - While there are roleplaying options where you can do anything, most games put some kind of limit on what you can do, how often you can act, and so on.
Fun - We often play for entertainment and usually fun, but not every game or session has to be lighthearted
Momentum - I know a series has picked up some momentum when the players start talking about things outside of the session, making plans for their characters and the like. Producing character art is a very good sign!
“Safety limits fun momentum” is also the only prompt set to form a sentence. Said sentence is apparently in favour of reckless driving.
While getaway drivers are features in some RPGs, I’m surprised there isn’t an unofficial Advanced Fast & Furious RPG, though there is an official board game.
Runeslinger on Limits
Designers & Dragons on financial safety nets
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