As a form of interactive fiction, tabletop role-playing games (TTRPGs) – including Dungeons & Dragons and countless other systems that followed it – require players to collaboratively create an imaginary narrative guided by three types of rules: formal rules found in gameplay rulebooks, informal rulings made between the Game Master and players, and social guidelines that respect the diverse backgrounds, safety, inclusion, and expectations of everyone involved.
I: FORMAL RULES, BY-THE-BOOK RULES AS WRITTEN
These guidelines inform players and the lead storyteller player (the Game Master, called the Dungeon Master in D&D) of the potential odds of success for players to make informed character decisions, a necessity given the unreality of each game’s inherent simulation and often fantastical nature. For example, exactly what level of training, specific spell components, spoken magical words, and arcane gestures are needed to trigger a fireball that smites one’s enemies? There’s a rule for that.
GAME MASTER MARY: “You see five ogres, about 60 feet away and standing outside the castle gate. What do you do?”
PLAYER ALICE: “My wizard has one third-level spell slot left, so I cast Fireball. Fleur Flameholm holds her glowing arcane orb aloft and summons a burst of fiery elemental fury around the ogres gathered by the castle gate. That does eight six-sided dice of damage… (rolls dice) …for 29 points of fire damage.”
GM MARY: “Ouch. What’s the save on that spell?”
PLAYER ALICE: “All targets in a 20-foot radius have to make a Dexterity saving throw against my spellcasting difficulty class of 15 for half damage.”
The parameters for defining “interaction fiction” in Nick Montfort’s Twisty Little Passages were written about electronic text games, but they broadly also fit the genre of tabletop role-playing games (p. 23):
* a text-accepting, text-generating computer program (see note below);
* a potential narrative, that is, a system that produces narrative during interaction;
* a simulation of an environment or world; and
* a structure of rules within which an outcome is sought, also known as a game.
In the case of TTRPGs, a human player (the Game Master/Dungeon Master) replaces the role of a computer program. This structured gameplay in TTRPGs also mirrors the relationship to interactive fiction input and output that Montfort charts in Table 1.1 (p. 28):
* Extradiegetic Input: “I cast Fireball, causing 29 points of fire damage.”
* Extradiegetic Output: “I rolled an 18, with a minus 1 modifier, for a total saving throw of 17.”
* Diegetic Input: “I hold aloft my glowing arcane orb and summon a burst of fiery elemental fury around the ogres gathered by the castle gate.”
* Diegetic Output: “The sudden explosion sends the burned ogres fleeing toward the water of the castle’s moat.”
Most tabletop role-playing games aim to define these extradiegetic input options for player characters clearly. In the Dungeons & Dragons 5th edition rules, these inputs are called actions, bonus actions, movements, or reactions; they include verbs like Attack, Dash, Disengage, Dodge, Escape, Grapple, Hide, and so forth. In the Blades in the Dark TTRPG, such actions might have more fanciful names: Attune, Consort, Prowl, Skirmish, or Sway. In Apocalypse World, such inputs are called Moves and named to invoke a sense of story style: Act Under Fire, Go Aggro, Sucker Someone, Seduce or Manipulate, Read a Stich, and so on.
II: INFORMAL RULINGS, THE GAME MASTER MAKES THE CALL
TTRPGs allow players to improvise extradiegetic and diegetic inputs not explicitly anticipated by each game’s rules. Whereas computer-driven interactive fiction would be limited by returning an output such as “I don’t know that” or “You can’t do that here,” adjudicating these situations is much easier for human Game Masters.
Examples of inputs from players requiring informal rulings could include crafting a mechanical trap from scavenged materials, bargaining with the Spirit of Death to gain one more year of life, or citing a flashback to justify preparations for a current situation.
Most TTRPGs also borrow a rule from comedy improv and encourage Game Masters to say “Yes, and…” for unusual situations. They either accept whatever a player offers or counter with the odds of success the player may use to decide if an attempt is worth the risk. In more limited responses, Game Masters may counter with “No, but…” and suggest alternatives that would fit within the capabilities of a specific character’s abilities and situation.
GAME MASTER MARY: “Passing through the castle gate, you are confronted by a dozen suspicious men-at-arms wearing the king’s colors, all standing ready for battle.”
PLAYER DAVE: “My paladin Sir Nedwyrm the Honorable served in this royal guard as a youth, years before taking his sacred oath. Do I recognize any of these men-at-arms?”
GM MARY: “Sure, the big mustached guard at the front is your old captain, Sir Blotus.”
PLAYER DAVE: “Good Sir Blotus, do you not know me? ‘Tis I, Nedwyrm, returning to the king’s court at the hour of his majesty’s greatest need.”
GM MARY: “Okay, make a Charisma roll here, aiming for a 10 or higher for Blotus to recognize you…”
III: SOCIAL COMPACT RULES AND SAFETY TOOLS
Unlike authored interactive fiction – such as hypertext novels, non-linear films, or single-player video games – collaborative experiences like TTRPGs can, whether intentionally or unintentionally, create scenes and situations that disrupt a comfortable, respectful, and enjoyable experience, potentially leading to unintended distress for players. Much has been written about toxic behavior involving racism, sexism, homophobic language, and personal threats in networked online video games, social media user comments, and other online forums. Shared storytelling can lead to similar problematic moments in role-playing games.
Even when not involving direct harassment or microaggressions, descriptions in TTRPGs may go outside the boundaries of players’ comfort. Depending on the genre of the game or story, certain narrative elements might be expected – hacking away with swords and axes in a fantasy game, seductions and betrayals in an espionage game – but excessive descriptions of violence, gore, sex, and substance abuse may be triggers for some players.
GAME MASTER MARY: “Bob’s new here, so tell us about your character…”
PLAYER BOB: “I’m Finklewit, a court jester-type bard with a dark sense of humor.”
GM MARY: “Neat! Okay, so you all get past the guards without incident and enter the royal court in time to hear the king complaining about-“
PLAYER BOB: “I stab out the king’s eyes!”
GM MARY: “-Wait, what?!?”
PLAYER BOB: “I run around the court holding up the king’s bloody eyes dangling from their optic nerves, shouting at people, ‘I can see you! I can see you!'”
GM MARY: “…”
PLAYER BOB: “What’s the problem?”
GM MARY: “What the hell is wrong with you, Bob?”
PLAYER BOB: “I mean, it’s just what my character would do…”
Some games identify problematic subject matter straight from the beginning. Consider this strong content warning featured in The Silt Verses role-playing game, a horror-themed setting based on the podcast of the same name in which undercover agents track monstrous pagan deities loose in remote areas of a modern world:
“The Silt Verses RPG contains some dark subject matter which may not be suitable for everyone, including intense themes of religious horror, human sacrifice, graphic violence, body horror, cults, implied harm to children and animals, family trauma and mental illness, government oppression and police violence, war, and natural disasters. The section on safety tools will address these issues in more detail.”
Even when such a warning isn’t shared up front, players come to gaming tables with various ideas on what is appropriate to share. Players may not always foresee discomfort with certain themes or events. Several tools have evolved within TTRPGs to promote trust, respect and inclusivity, prevent emotional harm, support safe creative freedom, encourage open communication, and manage unexpected reactions.
To address such issues, safety tool methods I’ve used in my games have included:
The X-Card: Created by John Stavropoulos, this tool uses a physical or digital card that players can tap or hold up to signal discomfort. When the “X” is activated, the group pauses and either rewinds, rephrases, or skips the current content, allowing players to avoid discomfort without needing to explain why. For the creator’s full details on use, see:
https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit?tab=t.0
Consent Checklist: A document or checklist that players fill out individually to outline topics they’re comfortable or uncomfortable with, such as romance, horror elements, or graphic violence. This method can be as simple as passing out index cards ahead of play, letting everyone list their triggers, and collecting them before the game.
Session Zero: A pre-game session where players discuss boundaries, expectations, themes, and character backstories. It sets the stage for the campaign and allows everyone to align on comfort levels and sensitive topics.
Other safety tools popular among TTRPG groups include…
Lines and Veils: Players outline topics they’re uncomfortable with or want limited exposure to. Lines are topics that are entirely off-limits (e.g., explicit violence), while Veils are topics that can exist but should “fade to black” or be lightly referenced without detail.
Script Change: A tool with various “controls” to manage the flow of the game:
* Pause: Temporarily stops the game for discussion or breaks.
* Rewind: Backtracks to redo a scene in a different way.
* Fast Forward: Skips content or “flashes forward” past uncomfortable moments.
* Frame by Frame: Allows a scene to be played slowly to give players time to process and assess comfort levels.
* Open Door Policy: Allows any player to leave the session if they need a break or feel uncomfortable. It emphasizes that players can step away without judgment and rejoin when ready.
Stars and Wishes: Used at the end of a session, Stars are compliments or highlights, while Wishes are requests or hopes for future sessions. This tool gives players space to express what they enjoyed and what they’d like to adjust or explore further.
Lines & Veils Cards (Physical or Digital): Some systems offer cards with common lines and veils topics, which can be arranged in a visible way to remind everyone of group boundaries.
Green/Yellow/Red System: Players can use colors to indicate their comfort level during gameplay:
* Green: Everything is fine, no issues.
* Yellow: Caution, getting close to a boundary.
* Red: Stop or skip the current content.
Aftercare/Decompression Time: A post-session chat to process intense themes, check in on emotional well-being, and address any issues that may have arisen during the game. This is especially helpful after sessions that involve heavy emotional themes.