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Clarification About Consent.

A topic by VespertineanTess created May 07, 2025 Views: 113 Replies: 2
Viewing posts 1 to 3
Submitted

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. 

HostSubmitted

I still need to write a blog on this at some point, though a lot of my thoughts align with Jay Dragon's in her blog The Palette Grid (a safety tool)

The short and sweet - my philosophy on safety, and the philosophy of the faggot games movement, is a model of reproach and desire, of hot and cold. It asks - what do you want to see? What are you nervous to see? What do you not want to see at all?

I hope that answers succintly.

Submitted

Oooh!! That's really interesting actually, thankyou! 

It does kind of remind me of some consent sheets that use the traffic light system, but organizing into explore and ignore could be really useful... thankyou!