Dice Exploder

safety tools

Safety Tools, and Players Are More Important Than The Game, with Sarah Lynne Bowman

TranscriptSam DunnewoldComment

Safety in RPGs and larp is a huge topic, one I’ve wanted to cover on Dice Exploder for a long time, but one I’ve avoided it because it feels hard to approach inside the “pick one mechanic” format of this show. Even more than most mechanics I cover on Dice Exploder, I feel like most safety mechanics are in conversation with each other in both logistical ways—how they compliment each other—but also in the philosophy behind their existence in the first place, how including these mechanics at the table is ideally a statement about how we’d like to treat each other both at the table and away from it. So today we’re gonna name that underlying philosophy and call that our mechanic: “players are more important than the game” is something I hear in conversations around safety all the time, and that’s this episode.

To break it down, I’m joined by Sarah Lynne Bowman. She studies all this professionally, and she has so much to say and to share about how safety tools work in theory and in practice, how no tool can ever guarantee your safety (even if we should still definitely use them), and how building good communities around our games is at least as important to safer play as any individual tool.

Hospitality, Safety, and Calibration

Sam Dunnewold1 Comment

Safety has been a huge topic of conversation in the past half a decade of TTRPG design. We’ve seen the invention of and popularization of so many tools like the X-Card, lines and veils, script change, and more. Most of these tools are system agnostic, often stapled on to whatever game is at the table this week. They work great for a lot of people and situations. But most people I talk to agree with two problems (that might be a strong word but let’s go with it) with most of these tools.

The first is that no tool can truly keep you safe, in any context or place. The tools above exist to help facilitate the goal of safety, they’re not band-aids you can slap on any situation to guarantee everyone has a grand old time.

The second is that people sometimes feel reluctant to use safety tools, especially at the times they might be needed most. It can be hard to look at a group of people around you having a ton of fun, whether friends or strangers, and say “no, stop.” Even when it’s something you need to say.

I have for some time been reconsidering how I think about safety tools and looking for not just better tools but better vocabulary around them to try and, if nothing else, address my own discomfort around their use. Meguey Baker’s piece Traffic Lights Are Communication Tools was a great starting point for this line of thought, but I’d like to put forth two other ideas.

The first, and perhaps more controversial of the two, is that I think the term “safety tool” is not ideal. When you start talking about safety tools, people get on edge. It’s intimidating. If we need tools to be safe, does that mean we are inherently in danger? I mean yeah, kinda, but that’s life. Sometimes people are shitty, either accidentally or on purpose. But there are plenty of games where we can talk about that and prepare people for when it happens with less charged language.

If we set a line against child death while setting up for Honey Heist, something is already off, unless maybe we know we’re playing Honey Heist in the style of The Expendables. If you come to my house for dinner, I don’t tell you at the door to make sure not to bring up child death, unless maybe our friend Kristen’s child recently passed away.

As an alternative to the term safety tool, I prefer the terms calibration tool, taken from Nordic larp, or communication tool as Meguey suggests. Both of these terms carry the same implicit goal of safety while underlining a verb you can act with when something is about to go or has gone wrong. They both also have the benefit of framing things in a more welcoming way in the leadup to an uncomfortable situation: calibrating and communicating are both things I want to do constantly, where safety remains a goal out in the nebulous future until it very much is in the present.

The idea of a calibration tool also feels easier to design towards for me. I don’t know how to design a mechanic that’s going to keep everyone safe, because no such mechanic exists. But I do know how to at least try and design a tool that allows people to check in with each other in a way convenient for the game at hand. It’s the same task, but calibration and communication give me places to start. Safety less so.

The second idea about safety, calibration, and communication tools that I want to popularize is the idea of hospitality. I got this from Jason Morningstar, and you can read one version of how we talk about this in our game Northfield, or in basically any game Jason’s designed recently. But he says he first encountered this framing of hospitality via Sean McCoy. Sean’s post Thinking About Safety Tools In RPGs is indeed very, very good. Everyone should read it.