Rules & Safety
Table Rules
These guidelines help ensure that every participant has a positive, productive, and safe experience at the table. Whether you are a player or a Game Master (GM), following them will make the exercise more enjoyable for everyone.
Respect & Communication
Be Respectful
Treat one another respectfully. Actively listen and value diverse perspectives and opinions, even when disagreements arise. Be nice at the table, even if your character is mean sometimes.
The game does not work when people are angry, rude, or uninterested in what is going on. In the real world outside of the game, everyone deserves to be treated with respect. When you decide to spend your time sharing a scenario together, do your best to make sure everyone has a good time.
Let Your Friends Talk
Everyone should have time to speak without interruption. Make sure you are not dominating all the conversation or action. Share the story.
Only Play Your Character
Do not tell other people what to do, even if you think you have the best idea. You cannot win or lose a scenario in the traditional sense. People are often supposed to fail or do unexpected things, especially when they are roleplaying. Learning is why we are here.
Be Fair to Your GM
It takes considerable work to prepare for a session and keep it running. Show respect for your GM by paying attention when they are helping tell the story. It can feel hurtful when people are distracted.
Since the GM is bringing a lot of work to the table, it is a gracious gesture for players to take turns providing things like snacks and drinks for the group.
Be a Fair GM
The GM’s job is to narrate the story, portray characters and adversaries in the world, and create consequences for players’ actions. All of that power comes with responsibility.
Because the GM’s judgement is so critical to the game’s enjoyment, they have a duty to act wisely and fairly. It is no fun to have a GM who constantly punishes the players, singles out one person, plays favourites, or uses rules inconsistently. Even though the GM’s word is final, they are expected to make consistent and fair decisions about the game.
Engagement
Open-Mindedness
Approach the exercise with an open mind. Consider alternative solutions and strategies, and embrace the learning opportunities it provides.
Suspend Disbelief
Accept the constraints and parameters of the scenario, even if they do not precisely align with real-world conditions. The value of the exercise comes from engaging with it on its own terms.
Focus on Learning
Emphasise learning from the exercise rather than seeking to “win” or prove yourself right. The goal of a tabletop exercise is growth and insight, not competition.
Don’t Be Evil, Unless …
The game can quickly break if one player is overtly destructive and wants to go around sabotaging everything they encounter. That does not mean you cannot break the law or do bad things — sometimes, doing the wrong thing can be good for the story.
But do not be evil unless the entire group agrees ahead of time, or you are intentionally playing an adversarial role. The story belongs to the entire group.
Responsibility
Address Topics Responsibly
Some tabletop exercises involve potentially sensitive or triggering topics. Approach these issues with sensitivity and respect, and allow for open discussion and the option to step away from the table if a player feels uncomfortable. Do not say things — either out of character or in roleplay — that make someone uncomfortable in the real world.
Do not introduce extreme concepts into the game, such as torture or sexual violence, unless everyone agrees beforehand that they are acceptable for your scenario. Use the safety tools described below.
Be Mindful of Secrets
Sometimes you will need to keep secrets from your character. For example, if the players split up and the GM describes a scene your character is not present in, you will hear what happens — but your character is not supposed to know.
Try not to use information your character does not have when you roleplay or make decisions. Wait for another player to share it if they choose to.
No “Real-World” Interruptions
To maintain focus and immersion, avoid discussing real-world events or topics that could distract from the exercise objectives. Only use approved technology (laptops, tablets, smartphones) to access relevant information or resources during the session.
Session Management
Manage Time
If your group cannot agree on a course of action and everyone feels stuck, consider going out of character to flip a coin between two alternatives. Respect the result and move on to maintain the momentum and flow of the exercise.
Help Everyone Have Fun
The stakes in your scenario will often be high, and sometimes they will feel high in the real world too. You might feel upset about what another player says or does. Maybe you feel the rules were used unfairly, or you are just having a bad day.
That is okay, but remember that this experience is about learning and having fun. If you are not having fun, tell your friends why. And be sure to listen to your friends if they are upset. If tensions are too high, everyone should take a break and return to the game later.
GMs should check in before, during, and after a game to make sure everyone is still having fun and to provide the right support when needed.
Offer Debrief
After the exercise, conduct a debrief session to discuss the experience, address any emotional or psychological concerns, and promote a supportive and constructive atmosphere for reflection and learning.
Player Safety
In a professional tabletop exercising context, scenarios may ask participants to engage with stressful, high-stakes, or emotionally charged situations. Safety tools ensure that every player and GM feels comfortable, respected, and in control. They are not a sign of weakness — they are a sign of a well-run exercise.
Games of roleplaying and imagination can be difficult for some people, especially if they are asked to imagine or take part in a story that makes them uncomfortable. Every player helps create a safe and welcoming experience by using player safety tools. If you are playing with people you have never met before, it is especially important to observe the group and make sure everyone feels comfortable.
Boundaries
Before the game begins, discuss boundaries openly. Ask the players in your group to let you know if there is any subject that is sensitive to them. Each participant should feel empowered to voice any topics, themes, or situations they would prefer to avoid. This conversation sets the tone for a respectful and enjoyable session for everyone.
Lines
Lines are hard limits — topics or content that should never appear in the game. If something is a Line, you do not use it in your story and you do not discuss it at the table. For example, if a player says that graphic descriptions of torture are a Line, everyone in the group agrees not to include that subject. Lines are non-negotiable and must be respected by all participants.
Veils
Veils are softer limits — topics that can exist in the game world but should happen “off-screen” or be referenced only briefly without going into detail. For example, if a player is uncomfortable with detailed descriptions of violence, you might describe the consequences of an attack by referencing only the grim sounds, without graphic imagery. Using Lines and Veils helps the group navigate sensitive topics while still allowing for an engaging and meaningful experience.
Establish Lines and Veils before play begins, and revisit them as needed throughout the exercise. Some players will not realise that something is uncomfortable until they encounter it. If you notice a player is uneasy, consider asking them if they are okay to keep playing before continuing.
The X-Card
The X-Card is a simple, immediate safety tool. Any player can hold up, tap, or verbally invoke the X-Card at any time to indicate that the current content is making them uncomfortable. When the X-Card is used, the group immediately moves past the uncomfortable content — no questions asked, no explanations required. The game simply moves on.
Your group’s “stop sign” can be anything you agree to use: a physical card, a verbal cue (like a safe word), or a gesture. The important thing is that it is understood by everyone and always respected.
If someone uses a stop sign, pause the game to check in by talking to each other out of character. Listen to other players if they need to set a new boundary, and respect those boundaries.