THE DISCLAIMER DEBATE: SHOULD WE USE IN-GAME CONTENT WARNINGS IN RPGS?
- Brian Cool
- Dec 28, 2025
- 5 min read

Let’s be honest, TTRPGs can take us to some wild places. One minute you’re battling monsters, the next you’re navigating love, betrayal, social issues, or mental health. That’s part of the magic! But with all these possibilities, it’s worth asking: should we use content warnings at our tables?
Tabletop roleplaying games are all about collaborative storytelling, imagination, and adventure. However, as games have grown more diverse and immersive, so have the themes and scenarios they explore. I am reminded of similar warnings in other media: such as movie ratings, or parental warnings on music. These are universal efforts, supported by law. But they didn’t come into being without a fight.
Anyway, content warnings are brief notices given before or during a game session to alert players about potentially sensitive materials such as violence, horror, trauma, or other challenging themes. These warnings can be delivered before the campaign begins, at the start of a session, or even in real-time as the story unfolds. Below is a content warning/disclaimer I’ve considered using for my own sessions:
"It is important that in-game content is approached with a healthy dose of objectivity. Topics that may arise include monsters and combat, romance and betrayal, racial and social inequality, mental and physical health concerns, ribald humor, and the occasional supervillain; these are typical elements of gameplay. Nevertheless, the GM and players alike should avoid gratuitous racism, sexism, gore, genocide, explicit or non-consensual sexual encounters, torture, or any other similar sensitive scenarios. Material intended purely for shock value may be a bridge too far for others and should be avoided."
So far, I haven’t found such a disclaimer or warning necessary. And we never used any such thing back in the day, even throughout the whole “Satanic Panic’. One thing is for sure, if you don’t provide a warning, you deprive the players a chance to give you a warning in return, that they are uncomfortable with such-and-such. Let’s break down why you might want to use one—and why a lot of folks are on the fence.
Why Content Warnings Might Be Awesome
1. Everyone Feels Safe and Welcome
Giving a heads-up about tough topics helps players relax and enjoy the game. No one wants to be blindsided by something that makes them uncomfortable. We don’t know what someone has been through in their life. We don’t know what it took for them to drag themselves to our table. This could be good for them, or it could be traumatic.
2. Opens Honest Conversation
When you set boundaries up front, it’s easier for players to speak up about what works for them—and what doesn’t. This builds trust and encourages open communication, making it easier for players to communicate their needs or concerns. Still, I like to think there are assumed boundaries, and so far, that has pretty much held true. I’ve only played with a couple people who seemingly had no boundaries, and that was long ago.
3. Keeps the Game Rolling
If everyone knows what’s on the table, you’re less likely to hit a snag that derails the session. Unexpected content can disrupt the flow of a session if a player needs to step away. A GM may not be the best at noticing when someone is personally triggered by something, as opposed to roleplaying being triggered. But what they are good at is downplaying whole plotlines, if they know to do so ahead of time.
Why Many GMs and Players Hesitate
1. Spoilers, Anyone?
Sometimes, warnings can give away surprises or plot twists. Revealing too much about upcoming events can reduce suspense and make some story elements predictable. It’s a balancing act!
2. Too Many Warnings = Less Adventure?
If you’re constantly flagging content, the game might start to feel a bit too safe or predictable. Many of us seek to be surprised, or even scared, whether we do it subconsciously or not.
3. Speaking Up Can Be Hard
Even with a disclaimer, some players might feel awkward sharing their boundaries, especially if they worry about being judged. And there are those who simply ‘go along to get along’. It’s important for the GM to make sure everyone feels heard.
4. You Can’t Predict Everything
No warning covers every possible scenario. And no game master can anticipate every possible trigger zone. Sometimes, you just have to adapt on the fly. And if something makes it past you, address it after the game.
5. Immersion Can Suffer
When I play a character, I try to see through their eyes. I try to feel and think as my character would. I try to react as they would. This is the essence of immersion, and the reason for roleplaying games. Keeping immersion is hard enough when you have to stop and deal with game mechanics. Add to that the tether of your own hang-ups intruding on a world of make-believe, and you may just deprive yourself of a chance for growth.
Finding the Right Balance
So, how can you provide content warnings without spoiling the story, playing psychiatrist, or overwhelming your players? Here are a few strategies (Don’t try to use them all):
Session Zero: Among other things, before the campaign kicks off, everyone talks about their boundaries, favorite themes, and what’s off-limits.
General Warnings: Offer broad warnings about the types of content that may appear, rather than specific plot details.
Check-Ins: Regularly check in with your players to ensure everyone feels comfortable and heard.
Safety Tools: Use tools like the X-card, Lines & Veils, or Script Change to give players control over the narrative in real time.
Safety Tools: Making Content Warnings Work
If you want to go beyond a written disclaimer, here are some tools to keep your table safe and fun. These tools aren’t about restricting creativity—they’re about making sure everyone has a good time:
Lines & Veils: As a group, you set “lines” (hard limits) and “veils” (fade-to-black moments) before play starts.
Script Change: Players can pause, rewind, or fast-forward scenes if they need a break or want to skip something.
The X-Card: If something makes a player uncomfortable, they tap the card (or say “X”) and the scene changes—no questions asked.
So …. Should you use in-game content warnings?
There’s no one-size-fits-all answer. But a thoughtful disclaimer, paired with safety tools, can make your RPG sessions more welcoming. The most important thing is to keep the conversation open and be ready to adapt. After all, the best adventures are the ones we all want to be part of.
In-game content warnings aren’t about limiting creativity, they’re about making sure every player at the table feels safe, respected, and included. Content warnings let players choose what kind of story they want to be part of. However, there should be room for play.
Look at your player group. Judge whether you need to warn them ahead of time. Part of being a GM is making judgments. I’m sure there are a lot of groups that don’t need, or want, any kind of warning, and that there are ex-groups who wish they had.
As I wrap this up I must admit, I have a couple misgivings about the whole subject that didn’t fit in with the above pros and cons. One is the nagging thought that I, and many others, have given this whole debate more time than it is worth. The other is the irony trap. This turns the whole thing sideways when you stop to realize how many people see a warning as an invitation, or a challenge. Perhaps an RPG company could use a disclaimer as a marketing tool.
Personally, I will continue to NOT use warnings for my games until I encounter that certain group. And when I do, I’ll know just what to say before we play. “It is important that in-game content is approached with a healthy dose of objectivity….”
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