Session Zero
When preparing for a new game or a campaign that may span months or years, its important to get everyone on the same page by setting expectations as early as possible! Below are a list to tools that we referenced in the Daggerheart Core Rulebook (page 169) with permission from their authors. You can find links to those original tools below.
TTRPG Safety Toolkit

The Safety Toolkit was created as a way to help compile and centralize some of the safety tools that are available in the tabletop space, and is co-curated by Kienna Shaw and Lauren Bryant-Monk. The toolkit is a living resource, meant to change as safety tools—and the conversations around them—develop and grow. Due to the living and changing nature of the resources and text within the TTRPG Safety Toolkit, we recommend bookmarking the toolkit to your browser instead of downloading the documents to ensure you’re accessing the most up-to-date versions.
The 'X' Card

The X-Card is a safety tool created by John Stavropoulos that allows everyone in your game to edit out any content anyone is uncomfortable with as you play. Since most RPGs are improvisational and we won’t know what will happen till it happens, it’s possible the game will go in a direction people don’t enjoy. An X-Card is a simple tool to fix problems as they arise.
Lines and Veils

“Lines and Veils” is a safety tool designed by Ron Edwards to be first employed in a session zero and revisited as needed throughout a campaign. When discussing the tones and goals for the game, the GM (or another player) should make a list of everyone’s lines and veils. Lines are topics that players do not want in the game. They should not appear in any form. Veils are topics that players do not want to feature in the game, but can still exist in the world. Treat lines and veils like a living document—the list can be updated by anyone at any point.
The CATS Method

Designed by by Patrick O’Leary. One of many frameworks for discussing content and safety is the CATS Method. This framework presents four elements to discuss with your players to decide what the group wants from the game:
- Concept
- Aim
- Tone
- Safety