4 minute read
Tarokka Deck and Spirit Board
forward in a way everyone can enjoy. Work to create a supportive environment where players can admit to being uncomfortable without fearing that they're going to ruin everyone's fun. As DM, you can model this behavior by noting when you're shying away from a creepy idea that comes to you or thanking players who uphold the game's boundaries.
Beyond impromptu checks, once during a session, after a scheduled break, check in with the group and consider asking the following questions: • • • • What do your characters hope will happen? What do your characters worry might happen? Do you want to update any content boundaries? Is there anything that would make the game more enjoyable for you?
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A S K P E R M ISSION
Players put considerable thought a n d investment into their characters. Don't impose rules on characters that might make players not want to play them anymore. For example, characters might gain any of the lineages and Dark Gifts from chapter 1 during play. I f there's an opportunity for a character to gain one of these options, ask that character's player if they'd be comfortable with such an adjustment before imposing it. If the player says no, consider other options.
Beyond rules considerations, some actions also require special consideration before they occur in game, such as these examples: romance between characters, violence between characters, one player's character influencing or controlling another player's character, and yelling. All players (including the DM) must ask and gain permission from everyone playing-not just the affected players-before introducing this content. Without any explanation or debate, if a single person gives a thumbs down or doesn't respond, this action shouldn't be performed. Players may change their minds at any time. If a topic was listed as a boundary, it is off the table entirely.
C ONTENT TOOLS
Content tools enable you a n d your players to adjust the game's content as you play. Since D&D is improvisational, the game can go in unexpected directions. If a direction makes the game a worse experience for anyone, use these tools to correct course.
Many content tools exist, but a popular one involves passing a blank note card to each participant, (including the D M ) and instructing everyone to draw an X on their card. One uses their X-Card to signal to everyone else in the game that a boundary has been crossed. If you are playing remotely, players can lift the X to the camera, type X in a chat window, or cross their arms to form an X. In any case, this is a sign that something that just happened is off limits. The person touching the card can comment on what they want adjusted, or whoever's narrating the scene can walk back what just happened, try something else, or leave the scene with a vague ending (like in a film where things fade to black). The person using the content tool doesn't have to explain why the content is objectionable, nor should anyone question it. Instead of a debate, thank the person for being honest about their needs and move on.
Make it clear to players that if a person doesn't feel comfortable using a content tool, they can wait for a break to check in or talk to you privately. Players may also give a friend permission to use the card on their behalf. As the DM, lead by example. Treat content tools seriously and use them to adjust how your shared story plays out.
E NGAGING PLAYERS
If players seem disengaged, check in with them. Ask them what they would like to see happen next. If they don't know, write two or three options down, hand them the options privately, and ask them to choose one. If issues remain, call for a break, and privately ask what you can do to make the game more engaging.
AFT E R T H E H OR R O R
It's always a good idea t o check i n with players at the end of a session, but this rings especially true for adventures where tensions run high and the stories can elicit strong emotional responses. At the end of a horror game session, leave time to check in with players and ask them how the game went, how they're feeling, and what they liked about the session. You might ask the following questions: • • • What unsolved mysteries do you want answers to? Did you find anything confusing or off-putting? What are you looking forward to in the next session? These answers can help you craft the next session to create a game your players enjoy.
If players give short or vague answers or you suspect that trust at the table has been broken, try creating an anonymous space to receive feedback. It's important to hear honest feedback from players so you can ensure everyone is fully immersed in the story and you can address any issues that might prevent them from enjoying the next game session.