Before diving into the dangers of deep space, let’s ensure everyone at the table feels safe and respected. Here’s how we can maintain a fun and comfortable experience:
Lines & Veils: Before we start, let us know any hard limits (Lines – topics we avoid entirely) or soft limits (Veils – things that can happen "off-screen").
X-Card: If anything makes you uncomfortable during play, tap the X-Card (or say "X"), and we’ll pause, adjust, or skip the content, no questions asked.
Open Door Policy: Need a break? Step out anytime, no explanation needed. Just let the GM know if you’re okay with the scene continuing without you.
Check-Ins: We’ll pause occasionally to ensure everyone’s still having fun. Feedback is welcome anytime!
This is your story. Let’s make it a comfortable one. Below find an optional safety prompt form to help you and your players keep things comfy.
| Category | Player Input (Fill in or check as needed) |
|---|---|
| Name/Handle (Optional): | ___________________________ |
| Lines (Hard No’s – Topics to avoid entirely, e.g., body horror, torture): | ___________________________ |
| Veils (OK if faded/implied, e.g., intimacy, cruelty, domestic violence): | ___________________________ |
| Triggers/Sensitivities: | ___________________________ |
| Preferred Safety Tools: | [ ] X-Card (Instant scene adjustment) [ ] Check-Ins (Periodic well-being pauses) [ ] Open Door (Leave anytime, no pressure) [ ] Other: ________ |
| Additional Notes: | ___________________________ |
Tone shapes how players experience risky content. A scene about mech destruction can be gruesome horror or heroic sacrifice; the difference is in framing. If a player is uneasy with body horror but open to mech combat fatalities, use veils: "Your armour cracks, the cockpit alarms scream; cut to black. The squad hears your final transmission before static."
Horror works best when players consent to the mood, not just the content. GMs should ease into heavy themes and telegraph tone shifts, ideally between sessions, so players don't feel pressured in the moment if influenced by other players' preferences. For example: "This next mission involves psychological warfare. Is everyone okay with eerie hallucinations?" Avoid blindsiding players. Also, if your intended story is centred around risky content, discuss this at session zero. Your story should work without these elements, because it’s not just your story; it’s a collaborative one shared between you and your players. If they don’t like it, they won’t engage with it, and if you push them, it can impact the fun or your relationship with them.
If a player crosses boundaries (intentionally or not):
Pivot Immediately: Shift focus: "The AI interrupts with a priority alert. Let’s freeze this conversation."
Redirect: Offer alternatives: "Instead of torturing the prisoner, the squad could hack their phone?"
Post-Session Chat: Privately say, "Hey, the graphic descriptions of [X] made some folks uneasy. Can we adjust that next time?" Frame it as collaboration, not accusation.
When tensions rise, whether from in-game conflict or out-of-game frustration, call for a break. A five-minute pause to grab snacks, stretch, or step outside can prevent heated moments from derailing the session. Avoid punitive in-game consequences (e.g., "Your mech malfunctions because you argued"), as this breeds resentment. Instead, reset with a neutral prompt post-break: "When we left off, the squad was debating their next move. Let’s refocus." If needed, privately check in with involved players to mediate.
Players who dominate airtime can unintentionally silence others. Structure turns clearly: "Alright, Zara’s planning the assault. Jules, you’re on overwatch. What’s your move?" For roleplay-heavy monopolizers, gently redirect: "Vik, your mech’s sensors just picked up something. How do you react?" If the issue persists, implement a "spotlight rotation" system (e.g., each player gets a dedicated scene per mission).
Suspect a player of fudging rolls or ignoring rules? Avoid public accusations. Pull them aside post-session and say: "Hey, I noticed you rolled before I called for it. Let’s keep things fair so everyone has fun." Offer solutions like shared dice trays or digital rollers. If cheating stems from frustration (e.g., feeling underpowered), tweak their mech’s capabilities to match their desired fantasy.
For players who argue excessively (with the GM or others), set expectations early: "Rules debates can happen after the session. Let’s keep the game moving for now." If they persist, use in-game fiction to redirect: "Your mech’s comms are jammed, so you’re cut off from the debate. What’s your immediate action?" Post-game, discuss their concerns one-on-one to find compromises.
If players disengage, diagnose the cause. Are combats too slow? Streamline turns with timers or pre-rolled damage. Is the plot meandering? Inject urgency: "The base’s reactor is melting down. You have 3 minutes to escape." For misaligned interests (e.g., half the group wants tactical combat, half wants political drama), split the difference: alternate mission types or run parallel arcs.
Consistent no-shows disrupt pacing. Set clear policies: "Games start at 7 PM. If you’re absent, your character becomes an NPC for the session." For repeat offenders, propose alternatives: "If scheduling’s tough, we can switch you to a recurring guest role." Avoid resentment by framing it as logistical problem-solving, not punishment.
For those who slow the game with rule confusion, provide aids: cheat sheets, simplified action cards, or a mentor player. During combat, soften turns: "You want to attack? Just roll melee for now; we’ll check modifiers later." If analysis paralysis strikes, offer limited choices: "Your mech can either boost away or brace for impact. What’s your gut call?"