Inclusive Gaming

Games have the potential to bring people together to share stories; to create and collaborate.  Everybody brings a different perspective, background and experience to the table making the experience stronger for all. Inclusive gaming, where everyone is welcomed to participate, is something we should demand, exemplify and promote.

Sadly, sometimes our ambition falls short of the reality.  For that reason I'd like to direct your attention to some important work being done to promote inclusive gaming.  

Tools to help everyone feel safe:
  • Lines and Veils – This tool establishes boundaries in a game; defining what won’t be included in the game (Lines), and what will be included, but not in great detail (Veils).  Dawn, from Roll 4 Initiative explains it well here.
  • X-Card – This tool is a card on the table that any player can touch to indicate that some content in a scene is breaking safety for them.
Further reading:
  • Phil Veccione posts on Gnome Stew about why roleplaying Safety Tools are important and follows up with a description of Safety as Risk Managment.
  • Ken Burnside addresses issues of sexism in "For Good Men To See Nothing" and outlines things that gamers and publishers can do.
  • The Backup Ribbon Project provides a visible way for con-goers to identify themselves as someone who will help if they witness harassment whether by directly intervening, getting help from elsewhere, or simply listening the person being harassed.

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