Dire Bare
Legend
The use of warnings is again, the authorial/editorial decision of the creator . . . . but when deciding whether to use them or not, you have to know your audience.Unfortunately, of that list you just created, I can see at least 4 that are socially acceptable in parts of the world, some of them across almost the entire planet.
I will respond with an example of my own. Here is my trigger warning. Don't read this if you have phobias:
You and a friend are hunting a deer down a game trail.
Suddenly, the ground at your feet erupts with giant insect head, half-ant, half preying mantis, pushing through, knocking you both off your feet. .
From its mouth, a stream of acid spurts forth, hitting your friend full in the face.
He dies screaming.
You are not that lucky.
Before you can escape, its mandibles clamp down on your ankle, almost severing your foot.
It drags you back under the earth, into its lair of tunnels.
Finally, you reach a chamber, but you have no idea what the size is, as there is no light.
You feel a sharp sting in your abdomen, then nothing else, realizing you are paralyzed.
You lose track of time, drifting in and out of consciousness.
Then you begin to get feeling back, though you still cannot move.
You sense movement in your abdomen.
That movement quickly becomes discomfort, then agony.
The Ankheg's eggs have hatched, and the larvae are eating their way out of you.
Now, no sane person would ever tell that kind of story to a child. The game is marketed to kids. But what I just described is a perfectly reasonable depiction of a char dying horribly in a game of D&D. And NO, I don't play the game with kids, for obvious reasons.
That is just one of hundreds of monsters in the D&D universe, some that have far worse outcomes.
The game has ALWAYS been dark. How exactly do you propose sanitizing it, unless you put trigger warnings on everything?
Most official, and unofficial, D&D products don't describe graphic scenes of violence as you do. If you are creating your own product, that probably will include themes of violence, but you stick to the normal level of violence depicted in D&D . . . then you probably don't need warnings. If you want to develop a product that does get super bloody and graphic, with detailed gory scenes of violence . . . . it's still up to you whether you include any type of warning, but it just might be a good idea.
If you are developing a product that contains what you feel are some troubling elements, as @Sacrosanct is doing . . . . you might feel that very few folks in your audience will be troubled or offended by your work, but perhaps they might be unaware of WHY certain aspects are troubling or offensive. And you want to address that.
As the creator . . . do you have concerns that some of your intended audience might find aspects of your product offensive or troubling? Do you have concerns that industry critics, professional and amateur, might call you out on certain aspects? Do you want your audience to understand the distinction between problematic source material and your own artistic choices? If the answer to any of that is yes, or even maybe . . . . you might want to include some sort of warnings.
The flip side of that is . . . . will your some of your intended audience sneer at trigger warnings and avoid your product because you used them? Is that even an audience you want to cater to?
Authorial decision, knowing your audience, knowing the times . . . . the argument that EVERYTHING or NOTHING deserves warning labels is patently ridiculous. It's hard to take you seriously on that.