VGR. Page 185. Horror Adventures. Left column. Understanding Horror.
“Your primary goal as a DM running a horror adventure is to facilitate a fun D&D experience. This book assumes you and your players enjoy the thrill and suspense of scary stories. The audience of a horror movie can enjoy the menace on screen because they know it can’t harm them (and they have an idea of what to expect from the film’s trailer). In the same way, your players count on you to make sure an adventure’s terror doesn’t target them personally or otherwise step beyond the game. Your goal is never to make players feel uncomfortable or threatened. As D&D adventures aren’t scripted, unexpected elements can arise during play. If your whole group can agree to the terms outlined in this section, everyone should have an exciting, enjoyable experience.”
Sections include: set expectations, horror content survey, content and themes questions, gameplay questions, session zero, reinforce expectations, establish boundaries, and customize your experience.
It looks like they‘re taking safety tools seriously. Good.