Safety Tools
Safety is everyone’s responsibility. While we are committed to doing all we can to look after you, you must take care to use the tools at your disposal to look after your own wellbeing, and be responsive and communicative with others to look after theirs.
Considerations for your Fellow Player
In the course of playing characters in Frostpunk there are many sources of potential emotional or physical harm. As explained in the What to Expect page, you may encounter themes you find uncomfortable, or you may find the intensity of a scene is greater than you’d expect. It’s important to us that you are able to disengage from scenarios such as these, or moderate your participation by communicating effectively with other players.
Our priority when running this game is the health and wellbeing of everyone participating. When considering safety you may be concerned that it will conflict with your priorities. Some people may feel as though safety measures somehow make the game less immersive, your decisions less impactful or the story less genuine. Whether you agree with this viewpoint or not, we ultimately believe that the comfort of participants is paramount over any story or experience. That said, we have taken care to include these safety rules in a way that won’t unduly impact continued play of the game unless required. Regardless of your feelings on them, you must follow these rules even if you feel they may be to the detriment of current play.
Thank you for your time reading this. By ensuring everyone’s safety you will be able to dedicate your time to portraying interesting characters and telling their remarkable stories, and we look forward to seeing them play out.
Functional Signals
These are the definitive tools we will be using for this event. While you may be aware of variations or other tools used elsewhere, for the sake of clear communication please engage with these safety tools as explained.
You will have each of these explained to you in the safety briefing on Friday, but it is your responsibility to know these signs. Please read this again or ask a gamemaster at any time if you find yourself unsure of anything.
"Off game" and "Time-out"
If you have a matter you would like to briefly discuss with someone out-of-character, begin your sentence with “Off game” and put your hands into a T shaped "timeout" signal, with one one hand horizontal and the other vertical below it. This signals to pause roleplay quickly until the matter is settled. You then say “Thank you- back in” or “Time in” or any similar phrase to telegraph that you are done.
You should use this for quick questions about things like rules, comfort level with a given theme or act you may be about to portray, or quick verbal check-ins.
Longer conversations about plots and personal conversations should be reserved for the out-of-character area.
Thumbs up Test
If you want to confirm another player is ok, or are concerned they may need assistance, you should give them a thumbs up. Within this event, this signals that you are ok, and asks whether or not they are.
If they respond with a thumbs up they are ok with everything currently happening. If you are playing out an argument, this is a good sign that you can safely continue it without impacting their wellbeing.
If they respond with a horizontal thumb this is a sign they are concerned about some element of what’s going on. If, for example, you are threatening them, you should probably lower the intensity. Given this signal has room for interpretation, it may be worth using “off game” to quickly ask them what’s wrong.
If they respond with a thumbs down, they are not ok with what’s going on, and you should stop any behaviour that may be making them uncomfortable. Please use “off game” to check in with them, and check whether they would like to exit to the out-of-character area.
"Spare me" and "Good God!"
If you would like to signal to another player that you want more or less from a given scene without breaking character you can say “Spare me” or “Good god!”.
“Spare me”, said in any tone of voice, indicates that a players wants the intensity of the scene to increase. This could be said sarcastically by a governor who doesn’t believe a scout will really stab her, by a cowering engineer as an enforcer intimidates him into doing their bidding, or by a labourer who is pretending to be repulsed by discussions of cannibalism and would like to continue their feigned disgust.
“Good god!” can be said in any tone of voice, but lends itself well to an exclamation of surprise of shock, as befits a request to lower the intensity of a scene. If at any point a player engages with you with an intensity higher than you would like, you should exclaim this to show that you are interested in this scene, but a step down from how they’ve begun it.
If a player uses either “Spare me” or “Good god!” in a scene with you, you should tap your chest twice to indicate you have understood their signal, and then change the intensity of your contribution to the scene accordingly.
Shielding your eyes
If you would like to exit from a scene or move through a room without being approached, please raise your hand to your eyes and lower your head. While helpful to bow out of scenes you are feeling uncomfortable with, we would welcome you to use this for any reason, however mundane, when you would not like to be engaged with - whether you simply need to get a drink or need the bathroom.
If you see someone using this signal do not engage with them, even to check-in on them. If someone uses this signal in a conversation in play with you, do not remark on their exit or speak to others about it. If some justification is required for them leaving, simply picture in your head that they were called away to a crisis relating to one of their teams which they then resolved.
We would encourage you to check in on the wellbeing of players who have used this signal at a later time, though still without pressing them for explanations as to why. You should not check in on them immediately or crowd them with concerned players - while touching, this will not help if they are in distress. If you believe anyone to be in serious distress after using this tool, please notify a safety moderator or gamemaster.
"Cut"
In the event that you need to stop gameplay for an emergency please loudly shout “cut”. Do not mix this into in-character dialogue or conversation as with previous examples.
You should use this tool for:
- Risk of injury to a participant.
- Risk of unintended damage to property or props.
- A breach of the code of conduct that risks your safety or emotional wellbeing.
If someone calls cut they are not obliged to share the reason, and you should not press them for an answer. If they intend to leave the scene you may confirm whether or not you are free to continue with other players, or should wait for input from a gamemaster. If any further support is needed after calling “cut” you should immediately seek out a gamemaster.
"First-aider"
“First-aider” is a signal for immediate out-of-character medical attention. If you see someone in need of aid please shout this immediately and loudly, stopping all other activities. Everyone who hears this should also stop play, move out of any doorways or corridors and drop to one knee if possible.
Other Safety Measures
Safe use of the venue
While in the venue you must keep the following concerns in mind:
The venue, props and the property of others must be treated with care. If we have brought a prop we will mark it obviously with green, amber or red tape. If a prop is not marked with this, please refrain from using it in any manner that may conceivably lead to damage. If a prop is marked with green tape you may break it at a suitably dramatic moment. If a prop is marked with amber tape you may use it in ways that risk damage to it (but not your surroundings, other props or people). If a prop is marked with red tape you must not risk damaging it.
While alcohol is permitted at this event, you must drink sensibly and safely. If we believe you are a danger to yourself or others we may ask you to leave. No other drugs are permitted at this event. Smoking and vaping must be done outdoors and away from others.
Please do not block doorways, even during play. In the event that someone calls for a first-aider you must move to one side or any corridors and drop to one knee if possible.
Rules on physical contact - Violence
While the world of Frostpunk is violent and events may happen in character which depict this, our priority is safety and as such we require players to follow the below rules when portraying these themes.
No physical contact should be made without full, clear consent.
You must not hit another person with swung blows. If contact does occur unintentionally, you must do a thumbs up check or cut if you feel it’s required. This extends to weapons - knives do not need to contact the person to kill them, only be in immediate proximity of their body.
Grappling is allowed, but needs to be clearly communicated to both parties and onlookers. This may include shouting things like “Get back! If he wants a fight I’ll give it to him!” or “I’m going to throw you out that door, and I’d better not see you in here again!”.
While grappling, the party not initiating leads any movement they make. For example, if you were throwing someone to the ground, this would mean putting your hands on their shoulders and letting them guide themselves to the floor without pressure from you.
If you would like a more elaborate fight, you will need to negotiate this out of character and plan exactly what you intend to do. The more complicated you want to make this, the more likely someone is to make a mistake. Ensure you have picked who will throw the first blow, and when - if left to chance, this may result in the two of you colliding in the middle.
Rules on physical contact - Intimacy
Physical touch may occur to depict intimacy, both platonic and romantic. The following rules cover how you should engage with this.
Depictions of sexual intimacy are banned as part of this event.
Romantic intimacy, for example an embrace, a kiss, or sitting on another players lap, are permitted but you should acquire explicit verbal consent from other players involved, and be careful they do not stray towards more explicit sexual intimacy.
Physical contact that is not intimate or sexual (such as a punch on the arm, arm over the shoulder or shoulder check) is permitted, but you should exercise caution to avoid overstepping any boundaries. Players who do not consent to any physical touch will be given the opportunity to highlight this during the safety briefing, and if you’re unsure as to their identity at any point you should avoid physical contact and confirm with them or a gamemaster before continuing.
Pronoun ribbons
Frostpunk will be providing an optional system to communicate a character’s (not players) pronouns in-game. We call these ‘Pronoun Ribbons’.
At check-in, we will be providing small pieces of fabric along with safety pins for attaching them to costumes. These pieces of fabric come in four different colours which you can use to help other players identify your character’s pronouns without asking.
The colours correspond to the following pronouns:
- PINK: she/her
- BLUE: he/him
- GREEN: they/them
- PURPLE: please ask my character what their pronouns are
If your character uses multiple sets of pronouns you can pin multiple ribbons to your costume. For example, if your character uses both she/her and they/them pronouns, you can pin both a pink and green pronoun ribbon to your costume.
Safety Moderators
We will have three safety moderators among the playerbase. These will be fellow players whose role is simply to be another trusted person who can identify potential issues as they arise, check in with players who may need support, and fetch gamemasters if required.
While their guidance is not binding, we would ask that you seriously consider advice they give you. In the case that you have any issues with a safety moderator, please inform a gamemaster.
Out of game negotiation
Many possible conflicts can be overcome with prior out-of-character negotiation. If you feel your character would be likely to hit another during a tense moment in the next Act, we would recommend you discuss this with that player ahead of time. You should agree how physical you would like the interaction to be (verbally described, acted without physical contact, or with light physical contact) and how forewarned they would like to be.
You should also discuss how they might need to be checked-in with, both before and after you act out a difficult scene. Perhaps you could agree a thumbs up confirmation before, or waiting for them to take some action so you can begin. Once the action is done, it may be sensible to agree to meet in the out-of-character area, where you can easily talk about how it went.
There may be moments when you feel the element of surprise would be a valuable contribution to play. We would advise against this feeling, as while the shock value may seem satisfying it prioritises spectacle over the safety of other players.
In game negotiation
While playing you can also quickly negotiate anything you expect may be difficult. Use “off game” to suggest quick adjustments, such as “off game, would you mind if we avoid this topic?” or “off game, could we tone down how explicit that is?” or “off game, would you mind if we just described you doing that, rather than act it out?”
If you’re a player who is asked one of these questions you may be drawn to worry about continuity or immersion. We would ask that you remember that your fellow player has likely worried about that already, and decided this is important enough that they are willing to make that interruption.
Where to find a gamemaster
A gamemaster will always be sitting in the out-of-character area to advise on any rules or safety questions. The second one will likely be moving about the play space as an observer.
If you need to get our attention you are welcome to approach either gamemaster.
First aiders
We will ensure we have first aid trained people among our participants, and they are aware that they have an additional responsibility to support with medical issues. We will identify them during the safety briefing, and if you need aid you can approach one of them, or if someone requires urgent attention you can call “first aider” during gameplay to immediately request aid, as described above.
Medical conditions
We will collect any information you feel may be relevant in medical disclosure forms prior to the event. We will use this to avoid allergens in your food, situations which may exacerbate your condition, and prepare gamemasters, safety moderators and first aiders to support you if required. We will include space for mental health conditions in these forms, so we’re able to support with any needs that arise during play.
We will not disclose more than you are comfortable telling us, and not to more people than you are comfortable being informed about this. We would ask that you be as forthcoming as you feel is necessary to ensure your safety, as we cannot prepare as effectively for issues we are not aware of.