Faolyn
(she/her)
That's true; I was being vague here.I'm jumping back into this thread after missing out on a few pages. Without context, this statement could apply to so many things that are currently accepted as industry standards for RPGs. Gun violence, animal abuse, parental death, etc.
I think I would much rather rely on a trigger warning system (with Session 0, etc) than expect companies that mass market games to create a universally safe space. I'm all for anti-slavery, pro-feminist versions of settings where that's historically inaccurate. But I also feel like it's important to recognize how fast our cultural definitions of what is acceptable (in games, in media, etc) can change. Attempting to report what content is in a game and letting players decide what they're comfortable with is, IMNSHO, the best way to deal with that rapid evolution. Anything else is just trying to hit a moving target.
But I will say that, for any game that has a combat system, violence should obviously be an expected part of the game. It's also generally accepted that, in most fantasy games, you're "supposed" to be fighting against people who are actively attacking you or have committed actions you know to be evil. There aren't many published adventures that say "Your party comes across a peaceful village. You can see the villagers going about their normal, everyday lives. Now roll initiative, because your party is going to slaughter them all."
Sure, there are plenty of parties who would choose to murder an entire village for no immediately obvious reason, but I doubt that's part of most adventures. Certainly none that I've read. It's not a core assumption of the game. That's a thing for individual tables to decide.
So yes, a trigger warning system--and more games including such safety tools in their core books--is a very good thing. But it's easier for a game to say "this city relies heavily on agriculture" and let individual DMs decide if those farms are manned by slaves, serfs, large families, hired help, farm-golems, or something else.