Bedrockgames
Legend
The fact that things like thirst, rats or heatstroke as assumed parts of any game is one of the reasons the list is useful, because for some players that kind of thing is traumatic, yet most GMs wouldn’t think twice about including them in their games.
As for allowance for debate - their shouldn’t be one. If one of your players has a rat phobia, you don’t debate it with him, you just don’t include rats in your game. Half the reason people don’t confide in others about these fears is because they’re worried they’ll be belittled or otherwise harangued over it. Someone telling you ‘I have a phobia about X’ I’d not an invitation to argue about it with them.
I don't know. These are things that you would expect in any game. If someone has a major issue with them, obviously it should be discussed, but I don't think that automatically means they should be given control over the content. Sometimes a group isn't just the right fit for a person. And there is the added issue that most GMs don't know anything about counseling, psychiatry, etc. It is a problem that goes beyond the gaming table. I don't know if bending to what they ask is the correct course of action, asking them more questions, or giving them some resistance is better for their mental health. When it comes to stuff like PTSD it gets even more complicated. You shouldn't be rude or mean. But having that kind of issue shouldn't automatically translate into you get to say what other people can and can't have in the game. That is why I said things need to be discussed and debated. I wouldn't try to debate someone that they don't have a phobia they say they have. But if their request doesn't seem reasonable, I think it is fair for me to debate the request, or for the group to have a debate over how best to handle it. The PDF and the checklist just offers one solution to a very complicated problem: people who don't want something in the game, for whatever reason, always get their way and there is no discussion. That seems incredibly unhealthy to me.