Tools for Safety and Accessibility
Narateer empowers collaborative storytelling—but shared safety makes that collaboration possible. The tools below ensure everyone feels respected, heard, and free to explore the world of Shatterholme at their own pace.
Session Zero
A Session Zero is held before play begins. It sets the tone, builds group trust, and surfaces unspoken expectations or boundaries.
How to Run It
- Discuss Story Tone: Are we aiming for grim survival, high heroism, political drama?
- Set Boundaries: Ask players to name any themes or topics they do not want in the game, e.g. torture, child harm, sexual content.
- Define Player Priorities: Is the group here for deep roleplay, tactical challenges, or chaotic fun?
- Establish Mechanics Comfort: Clarify if players want rules enforced strictly or if the Guide can bend for flow.
- Align Character Roles: Encourage players to connect characters through shared goals or past events.
Tip: Use a guided checklist or printed template to walk through key topics. Everyone should have the chance to speak—or opt out quietly.
Lines and Veils
Lines and Veils are simple narrative boundaries agreed on by the group:
- A Line means this will not appear at all.
- A Veil means this might happen, but it will fade to black or be implied offscreen.
How to Implement
- Ask players to share Lines and Veils during Session Zero—verbally, privately, or via anonymous form.
- The Guide compiles the list before play begins.
- Keep the list visible in Guide notes or behind the screen as a constant reference during the game.
Example: Lines and Veils
“Sexual violence” is a Line—it never appears. “Torture” is a Veil—we may hear it happened, but never see it described.
X-Card
The X-Card is a live tool used during gameplay. If something makes a player uncomfortable in the moment, they can signal it—and the scene rewinds or redirects, no questions asked.
How to Use It
- Print or draw a card with a large "X" and place it in the center of the table.
- Online? Players can type “X” in chat or raise their hand.
- If anyone activates the X-Card:
- The Guide immediately stops the scene.
- No one questions or pressures the player.
- The group rewinds and reframes that part of the scene.
Tip: The goal is: No embarrassment. No justification. Just safety.
Open Door Policy
At any time, a player may leave the table, take a break, or step away from a scene. No explanation required.
How to Normalize It
- Announce the policy during Session Zero and again in the first session.
- If someone needs a break, respect it instantly—pause if needed or keep the story moving without pressure.
- If a player exits mid-scene, let them rejoin naturally or give a brief recap when they return.
Tip: Phrase to use: “You’re always welcome, and you’re never stuck. Take the space you need.”
Accessibility Accommodations
Every player’s needs are different. Accessibility is not just physical—it’s cognitive, sensory, emotional, and social. Be proactive and flexible.
Examples and Practical Adjustments
- Visual Accessibility: Offer high-contrast, large-print, or screen-reader friendly character sheets.
- Cognitive Accessibility: Break rules down step-by-step. Offer summaries after complex scenes.
- Sensory Needs: Allow players to wear headphones, stim, or adjust lighting/music levels.
- Pacing: Build in 5–10 minute breaks every hour. Don’t rush emotionally intense scenes.
- Alternate Engagement: Let players express decisions through drawing, gestures, or roleplay if writing or dice-rolling is difficult.
Tips
- Guides are not therapists—but they can be thoughtful facilitators. Ask “What helps you enjoy the game most?” and be willing to adapt.
- Safety is not a side rule. It’s a shared enchantment—one that lets the world of Shatterholme come alive without fear.
- Start strong. Play boldly. Respect each other.