This is part 3 of 3 about safety tools in tabletop RPGs and why I chose to make Brie Beau Sheldon's Script Change Tool a core mechanic in Karma in the Dark.
In this post, I explain why I didn't choose some common safety tools. This is not to say those tools are fundamentally "bad" or "wrong", they simply didn't provide what I needed for my game.
This is part 2 of 3 in a series about safety tools in TTRPG's and why I chose to make Brie Beau Sheldon's Script Change Tool a core mechanic in Karma in the Dark.
Part 2: Why Karma in the Dark Needed Safety Tools
I was playing a D&D game at a con, and the GM told me I woke up in my inn room to the realization that a stranger, a man, was sneaking across the pitch-black room towards my bed. A beat later, the GM explained that he belonged to the same secret guild as my pre-made character.
In the space of that beat? I was a female player, with a female character, in a group of all men, with the image of being woken up to a dark room with a strange man moving close.
I honestly don't think the GM meant to push the "fear of sexual assault" button. It just didn't occur to him.
In the latest version of Karma in the Dark, I decided to add a "safety tool" to the core rulebook. After a little thought, I decided to put it first in the chapter called "core concepts." Part of me worried about leading with a mechanic that is controversial in some gaming circles, but upon reflection, this mechanic is probably the most foundational and important in the book. I want players to see it that way. If the idea of such a tool turns them off, I prefer that reaction to someone using my game in a way that traumatizes another person.
This topic has a lot of layers. In a series of three posts, I want to talk about the concept of safety tools, why one is required for Karma, and why I chose Brie Sheldon's "script change tool" out of all the possible options.
Part One: Why Safety Tools
Objection 1: Nothing during gaming is "unsafe", so why do you need a safety tool?
This is a common objection. I rarely like to pull my doctor card, but I've been working in trauma for more than a decade and specialize in treating trauma. So you can bet I have Thoughts on this subject.
I'm writing this design post mortem after being up all night writing and editing, so it might not be the most coherent thing ever. I am sure it is full of typos.
But I feel like I need to process the labor of the past nine months before I sleep. Or more accurately, walk my dog, feed the animals, and then sleep.
I Feel Proud
That is a weird statement to make about a creative project of mine. I know there's a 100% chance in the future I will see all of the flaws and unfinished work. But right now I feel like this version of the game represents a huge step forward. I feel like the biggest improvements fall into 4 categories:
This blog is a mix of game design analysis, commentary on issues affecting indie dev spaces, and some personal reflections.