GAME MASTER ON DUTY CODE
We are happy that you want to run a game during this year’s Pyrkon. We want all participants to feel comfortable , which is why we require the use of safety tools. At the same time, we realise that this is not easy in a convention setting, which is why we have prepared this short guide for you.
1. Health and safety of the game
Playing at conventions has to do with the fact that we often sit at the table with people we do not know at all or whom we know very poorly.
RPG is a social endeavour – proper communication is the basis for a successful game. For this reason, the use of security tools in the games is mandatory.
We will go through them below, one by one. There’s a lot of methods of assuring the comfort of the whole team.
The team consists of players and the GM.
You also have the right to object if players start to push the boundaries of your comfort.
Remember that you do not have to explain why you are using any of the methods.
2. Conversation
It’s the foundation, but it’s not enough by itself. Therefore, we insist on introducing an additional safety tool into the game (for example those listed below). Remember to start the game with a conversation with the player(s): set clear boundaries and the way to approach to difficult topics. Explain what safety tools you are introducing and how to use them. What you say to each other is important for every person at the table – the GM is not solely responsible for safety during the session.
3. Triggers and age restrictions
The game submission form asks you to specify triggers – potentially difficult topics that may appear in your sessions. A “difficult” topic is one that is deemed a social taboo or has a high chance of provoking a strong emotional reaction in players, e.g. common phobias. If the trigger you need for the game description is not on the list, please contact us by e-mail (before the Convention) or at the POMoGe point in hall 8 (during Pyrkon) – we will add it to the list.
Some triggers involve the selection of appropriate age restrictions. Things like sexuality, violence, drugs or horror require a certain maturity from the whole team. If you are not sure which age category to choose (e.g. 16+ or 18+), choose the higher one.
We recommend that you first list those triggers that will definitely appear in the game. For example: if you are running a scenario in which the party is to deal with a giant spider, there is a good chance it will get bloody. As triggers, enter: spiders/arachnophobia, violence, possibly gore.
Message clarity is important. Thanks to this, the game should be attended only by players who will feel comfortable with the triggers you have listed. If during the session you find that a difficult topic has arisen that you did not mention in the description – do not worry. Other security tools will help ensure the comfort of all gathered people in an unforeseen situation. List of common triggers: pvp (player versus player), horror, sexual content, racism, homophobia, sexism, torture, domestic violence, animal abuse, violence against children, suicide, depression, spiders, eyeballs, war, terrorism, natural disasters.
4. X-card
It’s a sign or a password to stop the game at that moment. It’s important that we pause the scene (description, statement, declaration) right as the X-card appears – immediately.
It’s important that each person taking part in the session knows exactly what your X-card is. After using the X-card, it is worth taking a short break and returning to the game in the next scene – without making a fuss about what happened. Game Masters on Duty are absolutely required to use the X-card technique.
5. Green, Yellow, Red
It is a system similar to traffic lights, in which:
- Green is a consent to a given content/scene, a declaration that you want to explore this topic further.
- Yellow is information that the content/scene is the limit of our comfort, so it is better not to go into more detail and stop the topic.
- Red is a signal for immediate pause, indicating disagreement about what is happening.
The system can be introduced in verbal form, where players call colors, if necessary. You can also prepare three cards marked with the appropriate colors. Determine with your team when you should provide colours – whether you do it independently or after a question from you or another person at the table.
6. Lines and veils
Lines mark the topics that should not appear in the game. Before playing, it is necessary to determine what we do not want to see in a given game. Remember, it’s not about making the GM’s life harder, but about not accidentally saying or doing something that could be unpleasant to others. For the sake of clarity – if you warn about specific triggers before the session (like our example fight with a big spider, i.e.: arachnophobia), and at the table you have a person who reports spiders as a line, you can part ways and not play this scenario together. Such situations will be very, very rare and mainly result from not reading the session description – there is no ill will there.
Veils is a technique of describing scenes: certain things can be suggested without going into details. You also have to discuss the topics coming up in Veils before the start of the game. For example, players do not want to act out sex scenes, but their characters romance each other and everything is going in one direction – in this case, the players can simply call for a fade to black, stating that the characters spent the night together. And that is enough.
7. Aftercare
After the game, talk to your team about what was going on. Try to pay attention to whether everyone is feeling well. This is especially important after intense pvp games, where it’s sometimes hard to keep emotions in check.
At the convention, it may turn out that someone does not feel comfortable talking to a stranger immediately after the game – as is their right. It’s good to breach the topic, but it’s not always worth it to insist.
Maybe it could be easier for you to talk the next day?
More information
We recommend that anyone interested read the publication Consent in Gaming by Monte Cook Games, which provides a thorough and insightful discussion of the topic of safety at the gaming table.
Source
The material was created for the Konline convention organized by the Stowarzyszenie Avangarda association and was adapted for Pyrkon. The original document is available here (in Polish).