I have a question for Darling Demon Games, could you elaborate on the 2nd design principle?
What do you consider to be the popular axioms around player/character consent?
I'm familiar with consent sheets, scene negotiations, the traffic light system, lines & veils, content warnings, and x-cards; are those what you're referring to when you're talking about popular axioms?
When I read that line, I wondered if you meant that we should set up our RPGs so that the players know what to expect ahead of time, but then you ended the line by saying that it should be more robust and interpersonal which makes it sound like we should set it up to have scene negotiations or something like a traffic light system.
I imagine that the 2nd design principle was worded like that so that we use our imaginations a bit more, and come up with our own solutions, but I'm curious to hear what's on your mind.