Red Light, Green Light
Finally, there will be times that players come upon subjects that trigger a response that they hadn’t previously thought of, or realized, would be a problem. If those subjects come up during play, having a system to let the other players know if a subject is a problem keeps everyone playing a healthy game.
For this, players can use three index cards, each with red, yellow, and green on them, and either simply hold up or place that color card on the table. Online, a predetermined emoji or image can be placed in chat.
If there are no concerns, no card needs to be placed, but if there is a concern, the color meanings are:
Red - Stop.
Red is a hard stop. This shows that the player has reached a point where the subject is too much and they have to stop. This stop should extend to the entire game for at least until the player who stopped the game is ready to go on.
Yellow - Slow and be ready to stop.
Yellow is for when the player knows that they are approaching a stopping point. A good narrator can quickly close out the scene by moving it ‘behind a curtain.’ Everyone knows what happened without having to see the whole thing.
Green - Proceed with caution.
Green means that they realize that the subject might be sensitive, but they are willing to continue. This makes the narrator aware that the subject might be sensitive.
Narrators have stumbled into subjects that draw out terrible reactions from people and it’s never fun for anyone involved. TTRPGs should be dramatic and the characters in the game should absolutely be made to be uncomfortable at times, but the players themselves should never be put into a position where their real-world experiences make them personally uncomfortable.
Remember that the goal is for everyone at the table to have fun.