The X-Card
The X-card can be any card or token in a live game. In an online game, players can signal X with their arms or type x into the chat to indicate they are using the X-card, or say “X-Card” out loud. If at any time a player feels uncomfortable with content that is introduced into the game by the GM or by another player, they may use the X-card to veto that content. All other players and the GM must respect what the X-card is for.
Once the card is used, the person who used it must indicate what content made them uncomfortable. They do not have to explain why it made them uncomfortable. From there, the content can be changed, faded to black, or a short break can be taken if needed. Under no circumstances should the X-card be ignored when used.
Having an X-card at the table is not optional. If you fail to treat the X-card with respect and professionalism, you may make someone who wants to use the card uncomfortable. This behaviour is unacceptable and you may be asked to leave a game if this happens.
Examples
Randy taps the X-card when the GM introduces the big bad boss and her name is Catherine. Randy says the name Catherine is a trigger for them and they’d appreciate having the name changed. Randy has no obligation to explain further to the table. The GM should at this point simply change the name and move on.
Charlie taps the X-card when another player strikes them with a curse of ‘covered in spiders’. Charlie says that they have a major phobia of spiders and would appreciate it if the curse was changed. The GM and other players can brain storm out of character what an equally useful curse would be for the narrative and then resume the game.
It’s a great idea for you to not only tell players about the X-card before play, but to also demonstrate it in play. Do use it for a seemingly trivial element so that others feel free to use it when they do need it.
For more information on the X-Card, check out this link to the original X-Card created by John Stavropoulos.
The Open Door Policy
Sometimes game content can get uncomfortable but we still want to play with it. And sometimes we need a break. The Open Door Policy is a way to allow yourself and your players to get up and leave the table, by saying they’re using the open door, to go cool down for a minute before coming back to the table. It is not asking to end play, just to allow them to catch their breath before play continues.
If your game has difficult content, we recommend talking about this policy to allow players space to hit pause or tap out when they need to.
Content Warnings
If your game has intense, problematic, or potentially harmful content, please let your players know before you start playing. All you need to say is what kind of content to expect, make sure everyone’s okay, and give them an opportunity to leave if they wish.
Tone Conversation
Before any game, it’s important to talk about what tone or overall feeling the game should have. This is a time to discuss if you want the game to be dark and gritty, or light and dreamy. This will help avoid a tone shift and also let players know what you will each be aiming for in terms of play. Any tone that makes anyone uncomfortable should be discussed before play.
Lines & Veils
Before play, it’s usually a good idea to have a quick chat about Lines & Veils. These are themes, ideas, incidences, or types of violence players may not want included in their game.
Lines are hard lines in the game we do not cross. These are things that are not in the game at all. They are not alluded to or done off screen. They simply do not happen.
Veils are things that happen off screen in a game. They are things that are allowed to happen, but do not occupy “camera” time, as it were. The easiest way to deal with veils is to let the scene fade to black. You can describe the door closing on the room where an NPC is about to be tortured, but that’s it. You can say the two characters tumble into bed together and then that’s it.
Establish these at the beginning of your game; it only takes a couple minutes. Keep these in mind as you run your game. If you do not establish Lines & Veils, the X-card will be there in case of incidences where someone feels uncomfortable. It is often easier to know you may have to change parts of your game ahead of time than in the heat of the moment if you’re a GM who relies more heavily on prep.