Script Change RPG Toolbox

The Script Change title repeating in metallic silver text from the top of the frame, fading into a solid title over the colorful banner displaying several of the core symbols including Frame-by-Frame, Rewind, Pause, Fast-Forward, and Instant Replay. The subtitle reads "A multi-function content, consent, and safety toolbox by Beau Jágr Sheldon aka Thoughty" in black text. The background is a pink and orange gradient.

Find Thoughty articles that reference or discuss Script Change here!

A content, consent, and safety toolbox for successful collaborative play

link: thoughty.itch.io/script-change

By Beau Jágr Sheldon, est. 2013, final version: 2023.

Foreword

Script Change is a toolbox of content, consent, and safety tools designed using research and experience in the tabletop games community and with leadership expertise. These tools are suitable for use in any play environment or social engagement, whether digital or analog, therapeutic or casual!

These tools are commonly called calibration tools in education and games, but many call them content, safety, or consent tools, so all terms are acceptable to use based on your needs.

Reasons to Use Script Change

Tabletop games are exciting and can take us on adventures we otherwise might not have. However, they can include topics that some people aren’t comfortable with. Some people might want to play a grittier game that digs into the grindhouse style of action, or one that has sex and romance, while others might want to have the gore and guts or sexual content happen off-screen.

Sometimes we aren’t ready when this happens. Sometimes people don’t know all their boundaries yet. Maybe they do, and they just aren’t expecting to kick down the door and find something that makes them scared or uncomfortable.

To help with these situations, calibration and safety tools like Script Change are available! The core Script Change tools are called Rewind, Fast-Forward, Pause, Instant Replay, and Frame-by-Frame with Slow Motion. There is an establishing tool called the Editor’s Notes to help guide content.

Players can use debriefing tools after scenes or sessions like the Highlight Reel and Wrap Meetings. The Eject button helps players feel comfortable with exercising agency to engage with play. The Bonus Features are supplemental tools for play like Montages, the Red Carpet Walk, Storyboarding, and more!

Script Change can be paired with other existing or custom made calibration & safety tools.

Maximize the Benefits

Tools like Script Change work best when you gain consent from all players before you start play and establish a social contract with each other about basic boundaries like what kind of games you want to play, scheduling, expectations of table behaviors, and what calibration or safety tools you want to use. Players who are informed, consenting, and enthusiastic about the game are more empowered to have the best play experience.

Always introduce Script Change before character creation and worldbuilding.

Use the tools as needed to address player backstories where the details might get too gritty or goofy, setting elements like aliens or zombies, and themes like betrayal or grief. Establishing boundaries early makes it easier to maintain them during play.

At any point during the game, if a player or facilitator/Game Master (GM) finds that they are uncomfortable with the subject matter or actions happening in the game, they can call for a Script Change.

In addition to content & boundaries, Script Change can help manage tone and roleplay during scenes. If the tone has gone too comedic or too dramatic, call for a Rewind. You can also Rewind if someone is pulling punches and not making the game as intense or dramatic as you want! If you feel like a scene has gone on long, you can call for a Fast-Forward. Best of all, you can always use Pause when you need a break.

To return to play at any time, say Resume.

Script Change can also be used for mechanical results if everyone playing agrees to it. There are times when one bad roll, or one potential consequence, would be enough to make a game unpleasant or even upsetting.

So long as the group agrees to use it in this context, it’s okay to Rewind a roll or Fast-Forward a scene that requires more mechanical structure than players have the energy or enthusiasm for, and instead come to a consensus (through conversation or using a randomizer) about what happens and how the characters and world are affected.

Script Change should become part of your dialogue and what you do in play. It’s important to remember, you aren’t each other’s therapists, but that doesn’t mean you can’t respect each other’s boundaries and listen to each other’s concerns. To make things easier, the facilitator should explain the tools, then write the tool names & symbols on index cards or print out the sample Script Change cards.

In this text, the first tool detailed is the Editor’s Notes, which is intended for use during preparation and start of play. It is followed by detailed descriptions of the Script Change tools and some frequently asked questions. Script Change is free for personal use.

For any professional use, such as in your own game text, follow the Creative Commons license and credit Beau Jágr Sheldon/Thoughty and link to http://briebeau.com/scriptchange.

Eject Button

An image of a card for the Eject Button with a brief description and the Eject icon.

Script Change is a tool that can help you feel safer and have more fun, but if you ever discover that the tools aren’t being respected or that your boundaries & needs aren’t being respected, it is always okay to leave the table.

If you can communicate to your table whether you intend to return, that’s great! But, in some situations where others have broken the social contract (including bigotry or prejudice, emotional or physical harm, or any situation where you feel unsafe and can’t trust your fellows to support you, change, or behave better, or if you have immediate physical or emotional needs, it’s okay and recommended to eject.

Put your wellbeing first—there is always another table!

Editor’s Notes

The Editor’s Notes is a collaborative tool that helps players to set expectations and boundaries that can be referenced over the course of play. It has two major parts: choosing a rating for content and identifying content & tone to calibrate with Script Change tools.

Ratings

An image of a card for the MPAA Ratings with a brief description for each rating.

Choose a rating to follow for the content of your scenes and story as you play. Standard film ratings like the “MPAA Ratings Reference” on page 6 can help to guide the content you include in your sessions, including violence, sexuality, and overall intensity. During this discussion, consider how you want to handle things like use of swearing, sexual content, violence, and gore, and even content that might just be stressful or distressing. If a different rating system works for you, just make sure everyone agrees to what the system means.

It’s okay to have a more complex or varied rating for different content, too. For example, a table totally okay with swearing may not want to have detailed scenes of intimacy, so your language use could be rated R, while you stay G-rated for described intimacy. 

Players may have varying levels of comfort with different content, but it is best to set your rating based on a common consensus that respects everyone’s boundaries. If you prefer a different film rating system from the following reference that is more familiar to your group, just make sure everyone is familiar with it or has the ability to reference it.

Mark this rating on a sheet of paper or document labeled “Editor’s Notes,” where you’ll also record the specific content players want to keep to minimal description, embrace, or avoid called “Picks, Squicks, & Icks” described on page 5. Ensure there is a place on the Editor’s Notes to record any tools that should be used if this content comes up unintentionally, as well.

Find a printable Editor’s Notes page in the product downloads!

MPAA Ratings Reference

Rated G: Limited realistic violence, no sex, no gore or intensely distressing content, no swearing. 

Rated PG: Some violence, limited to no gore or distressing content, romance without sexual activity beyond kissing, mild swearing possible.

Rated PG-13: Mild to notable violence, mild gore, notable distressing content possible, some sexual content without full details, most casual swearing allowed.

Rated R: Realistic described violence and gore, intense distressing content possible, realistic described sexual content, swearing allowed.

Picks, Squicks, & Icks

An image of a card for the Picks, Squicks, and Icks with a brief description and circular faces depicting each category's icon.

Before character creation or any active play, discuss specific content people want to avoid, encourage, or handle with care categorically, such as depicting alcoholism or memory loss. No one is required to contribute, but everyone should feel welcome to identify content that could influence their experience.

Keep the discussion open and welcoming to help players feel comfortable for the best experience. Be considerate, because people often are just trying to make sure everyone has fun—and customizing content helps that happen! 

List this content in a place that is accessible to all players, along with any preferred tool use if the content were to come up, including options like using Rewind to redo scenes or a Fast-Forward to pass over the content. Do not record the names of the concerned players alongside these subjects—they apply to everyone at the table, not just contributors.

Content players want to avoid should be represented by Squicks (content that is uncomfortable, gross, or distasteful) and Icks (content that is triggering, traumatizing, scary, or distressing). Content players want to encourage because it is fun, exciting, or just interesting can be identified as Picks.

Be willing to negotiate, be respectful, and make sure to consider all the Picks, Squicks, & Icks in this discussion and during the game.

When players use Script Change, if a new topic comes up as an issue, it should be added to the list as appropriate. If Picks, Squicks, and Icks conflict, err on the side of safety and put them on the list that prevents them from doing harm.

Picks

Picks are content elements that players want to explore like bittersweet tones or romantic elements but could include things like exploring specific types of conflict in scenes or an overall theme for the story like unrequited intimacy or lost causes. Using Instant Replays can help encourage this content as the story continues!

Squicks

Squicks are gross or unpleasant things that make you feel uncomfortable, like stepping on bugs or people getting sick to their stomach. These are often handled with Rewind to revise a scene, or Fast-Forward to fade to black and leave the details out.

Icks

Icks are the elements players want to avoid entirely. These can be triggering, traumatizing, scary, or just distressing, but it could also represent plot elements that players are bored with. If you are playing in a fantasy world for your relationship but don’t want to encounter elements of bigotry, or if you’d like to play the story without talking about sex at all, those would be Icks that you record, and everyone actively avoids in play.

If Icks come up accidentally, you can use Rewind to revise the scene or Pause to discuss the topic being brought up and make changes.

Script Change Tools

Pause

An image of a card for the Pause Button with a brief description and the Pause icon.

To use the Pause tool, say Pause or “I need to Pause.”/”Can we Pause?” out loud, tap the Pause card, or type II in the chat.

Pauses can be used when things are too intense, but you still want to continue playing the scene. With a Pause, discussing the content isn’t required, but can be useful and is recommended if it won’t cause additional harm. When a Pause is called, players should end all game activity until the player who called it asks to resume, or until a consensus to return to play is reached. It is often helpful to set a time to return to play or check back in at the table if players need to step away.

After a Pause, choose to Rewind or Fast-Forward, or use it as a break in the action before play resumes without changes or omissions. Pause can also be used to call for bio breaks—restroom, hydration, and so on—or to discuss a topic and try to address any related needs.

Fast-Forward

An image of a card for the Fast-Forward Button with a brief description and the Fast-Forward icon.

To use the Fast-Forward tool, say Fast-Forward or “I need to Fast-Forward.”/”Can we Fast-Forward?” out loud, tap the Fast-Forward card, or type >> in the chat.

Fast-Forward allows content to be part of the story without providing a full description. When you ask for a Fast-Forward, you are asking to skip to the end of a scene or over content within a scene without erasing or undoing the events or content. This allows those elements to be a part of the story, but means they aren’t described in detail and can keep the game focused on what you want to have played out.

If you want to skip over unpleasant content—maybe you want the sex scene to fade to black, want to skip the gory details, or even just want to skip to the next point in the story to keep pacing interesting—ask for a Fast-Forward.

The narrative continues wherever the players would like to go after the content is passed over, and references to that content should have limited description going forward unless the player who called the Fast Forward is comfortable with more detail.

If you elect to use Script Change for mechanical effects, remember that when you Fast-Forward any scene that would typically require using mechanics, the table should come to a consensus about how the mechanical effects play out and/or make a narrative adjustment that addresses the needs of the player who called Fast-Forward. This can help to ensure fairness in play for everyone!

Rewind

An image of a card for the Rewind Button with a brief description and the Rewind icon.

To use the Rewind tool, say Rewind or “I need to Rewind.”/”Can we Rewind?” out loud, tap the Rewind card, or type << in the chat.

Rewind allows you to revise the content of past or currently occurring events in the game. If something has already been said or done that you take issue with, ask to Rewind to a specific point, and play can start again. Try to be clear what content is the issue and work together to see where the story should go from there.

Generally, this should be used for smaller adjustments, addressing specific issues that can be fixed through brief discussion and making different decisions in a scene. If players Rewind, small changes might have a big impact. It is vital to explore the least harmful and most caring way to approach changes.

When the default Rewind tool is used, it is accurate to say that what originally happened is not canon to the story and that you’re creating new content. However, you can frame this differently in game, framing it as a dream or a movie-like prediction of a possible outcome. Players can even ask for a perspective change in the original scene, or for it to be framed in a way that is safer for them.

Discuss together how you feel about handling Rewinds, and what you want a Rewind to mean in the narrative.

Final rulings reside with the person who called for the tool to be used—in some cases, people may want to just say it didn’t happen and there’s no narrative representation. If this is what is safest for them, respect that—just like you should respect people in different scenarios asking to have it be represented as a part of the fiction, if they are the one who called the tool.

It’s important to note that the experiences happened in real life—whether it was triggering content or just simply off-tone, do not erase people’s experiences. Script Change is a meta-toolbox and must acknowledge reality regardless of the fiction.

If you elect to use Script Change for mechanical effects, remember that when you Rewind any mechanical effect, you typically Rewind to before you took the action that prompted the mechanical effect, and must take a reasonably different action going forward. This helps to ensure fairness in play!

Instant Replays

An image of a card for the Instant Replay Button with a brief description and the Instant Replay icon.

To use the Instant Replay tool, say Instant Replay or “I’d like an Instant Replay.”/”Can we do an Instant Replay?” out loud, tap the Instant Replay card, or type !< in the chat.

Instant Replays are used immediately after a scene to go over what happened out of character. When you ask for an Instant Replay, summarize the events of the previous scene from an out-of-character perspective, or ask another player to do so. Each other player may add missing details or highlight what they thought was important in the scene. It is a metagaming tool but can be useful to make sure everyone is on the same page.

This is particularly great when you’re doing intense social scenes or if you have a longer scene that has important items throughout. It is great for brief check-ins after any tools are used, any necessary record keeping or narrative confirmation, reinforcing positive experiences, & calling out Picks that players want to see.

Frame-by-Frame

An image of a card for the Frame-by-Frame Button with a brief description and the Frame-by-Frame icon.

To use the Frame-by-Frame tool, say Frame-by-Frame or “I need to use Frame-by-Frame.”/”Can we use Frame-by-Frame?” out loud, tap the Frame-by-Frame card, or type I> in the chat.

Frame-by-Frame lets players express that they want to take it slow moving through the next scene. When a player calls a Frame-by-Frame, you are indicating that the upcoming scene may be new, sensitive, or even just a topic you’re unsure about, and you are letting everyone know that you want to move carefully through the scene.

The player calling Frame-by-Frame should say “play” or “resume,” tap the Resume card, or use the Resume emoji/symbol to indicate that regular play can resume.

While using Frame-by-Frame, continue introducing the topics or content originally planned, but Pause occasionally to check in with the player who called the Frame-by-Frame to ensure they’re still okay. This allows the opportunity for that player to feel safe using other Script Change tools without feeling like they’re interrupting the game.

Frame-by-Frame may also be announced at the start of a game or session so that when these subjects are encountered, everyone can take it slow. Consider making notes of these topics on index cards for reference or putting them in the Editor’s Notes. This tool is useful when players are purposefully encountering content that they’re sensitive about, or when they experience new topics or content in-game.

All players should be considerate of each other’s needs, even if not all players are sensitive or new to the topic.

Slow Motion

An image of a card for the Slow Motion Button with a brief description and the Slow Motion icon.

Frame-by-Frame can be used as Slow Motion to focus on something intense, meaningful, or cool.  For example, players could use Slow Motion during a romantic scene to linger on the way one character’s hand brushes against the other and how each character reacts. They could use it in an action sequence to keep focus on tasks like defusing a bomb, or even to describe characters walking away from a victory to savor the win. Enjoy the good parts and the challenging parts of every encounter, and take your time!

Two Thumbs Up

To use the Two Thumbs Up tool, signal two thumbs up with your hands at another player, ask them “Thumbs up?” out loud to gain their attention, or send the two thumbs up symbol to them in a chat and watch for their response.

When you check in with a friend, one way to do so quietly is to ask them for Two Thumbs Up, just like rating a movie. To use this tool, raise your fists with two thumbs up. Hold them up in a place where your friend can see and gain their attention without raising your voice and disrupting play, or message them in chat. They respond using their thumbs and fists or symbols in a chat.

Two-Thumbs Up Signals

An image of a card for the Two Thumbs Up Button with a brief description and the icons for each response to the prompt.
  • Two Thumbs Up. All okay and having fun!
  • One Thumb Up. Okay, but could use a Pause.
    • Two Fists. Managing myself, could use Frame-by-Frame.
  • One Thumb Down. This scene or content is hard, could use a Fast-Forward.
  • Two Thumbs Down. This scene or content is not okay, could use a Rewind.

If they need help, it’s okay for you to call a tool out for them, without even naming them. If the facilitator asks for a reason, you can call a Pause to talk to your friend privately. If you’re unable to use hands or fingers, try alternative solutions like tapping, angling something up and down, or sharing it digitally. The thumbs up can be represented with emojis or written out in digital chat.

Resume

An image of a card for the Resume Button with a brief description and the Resume icon.

After calling any tool for use, once the issue raised is resolved and you’re ready for play, just say “Resume” or “Play,” tap a Resume card, or use a > symbol in chat.

Highlight Reel

An image of a card for the Highlight Reel Button with a brief description and the Highlight Reel icon.

To use the Highlight Reel tool, ask the group “Can we do a Highlight Reel this session?”/”Can we use the Highlight Reel every session?” and take turns sharing any highlights.

A Highlight Reel is at the end of the session. This is a strictly positive thing, and the intention of the tool is to allow players to point out things they liked about the session.

Each player should have the opportunity to mention a specific scene or interaction they liked in the session, including the facilitator.

Since it’s inevitable that players might have negative or constructive feedback for the game, it’s suggested that all sessions have a Wrap Meeting as an optional tool—for emotionally intense games they’re heavily recommended.

Wrap Meetings

An image of a card for the Wrap Meeting Button with a brief description and the Wrap Meeting icon.

To use the Wrap Meetings tool, ask the group “Can we do a Wrap Meeting this session?”/”Can we use the Wrap Meeting every session?” and take turns responding to some of the Wrap Meeting prompts, or use the Bloopers & Outtakes reels to structure conversation.

Wrap Meetings are an opportunity for the group to go over anything that happened in the game, from constructive to negative. It’s good to develop a habit of talking these things through. People might want to talk about in-game action that went over their boundaries but didn’t feel comfortable stopping with a Pause or Rewind.

This should be a supportive environment, and no one should tell someone their feelings are wrong, even if there is disagreement about how to manage conflict or gameplay.

Constructive feedback is great for plot choices, feeling imbalanced in character focus, and even mechanical disagreements. Use Wrap Meetings to talk about what could be improved, and how the game impacted the players or facilitator. Everyone is an equal in this conversation.

During Wrap Meetings, it’s important to address anything from the session that needs more discussion, even if it might be a hard topic. No one should be pressed to reveal their personal trauma or any intimate details, but they should be able to address issues about anything that comes up.

Script Change tools are to be used in the moment and after the fact, so you can use Rewind if content comes up during the session and use the Wrap Meeting to discuss that content further if everyone is comfortable.

If someone is uncomfortable contributing during the Wrap Meeting, let them send an email, note, or have a later discussion to follow up to make sure everyone is comfortable and informed. This lets people address topics more safely and reduces repeat errors.

Again, if you plan to share something potentially triggering, warn people so they can be safe. Respect if they need to excuse themselves.

Wrap Meeting Prompts

What is a way you would improve an experience you had during the game today?

What emotions are you feeling and how do they connect to the session?

How can other players support you in addressing anything in the game, including Script Change calls?

What lessons do you have to carry forth from the session today?

Share a positive thought from today’s session and share an area of improvement for future sessions.

Bloopers & Outtakes

An image of a card for the Bloopers & Outtakes Button with a brief description and the Bloopers & Outtakes icon.

Bloopers and Outtakes are an optional Wrap Meeting focused on constructive criticism, improvement, and emotional sensemaking.

Bloopers generally lean towards, “Hah, what a whoopsie!” vibes, while outtakes are more serious, like conflict, inappropriate use of Script Change tools, or emotional harm. Allow for four reels of sharing as detailed further in the text.

Remember, it’s okay to use a Pause to break at any point. If things run late, ask players to note things down on index cards and hand them to the facilitator to bring up the next session. You can use this tool remotely via email or a chat.

Reels for Bloopers & Outtakes

Reel 1

Players who share bloopers should use “I” statements and focus on their own actions in the first round of sharing.

Examples:

“I feel like I overreacted in the scene where we were in the haunted forest. I need to work on my behavior when I’m agitated. I’m sorry.”

Or, “I want to Rewind the social conflict from mid-session because I was distracted. Could we redo the scene at the start of next session?

Reel 2

Players who share in this reel should continue to use “I” statements, but instead address emotional sensemaking about how the bloopers in reel 1 made them feel, including other players reflections.

Examples:

“I feel really sad that I raised my voice, and I could use some reassurance that no one is still hurt by my outburst.” (When players seek reassurance, the facilitator should encourage others to participate and do so themselves.)

Or, “I am worried about redoing the conflict scene, could we ensure my character has the same mechanical effect?”

Reel 3

Players who share in this reel should use “I” statements to address any constructive criticism or conflict in the game. Use extreme care in this but try to let players state their thoughts and share their experience.

Examples:

“I felt afraid when we went into the dark forest and when I asked for comfort, I felt dismissed.”

Or, “I felt like another player was trying to use the mechanics against me and would like it revisited through discussion or a Rewind.”

Reel 4

Players who share in this real should still use “I” statements, but take special care to understand each other, using Pauses if needed to cool off, and respond by taking ownership of the hurt they caused (on purpose or not) and genuinely commit to any need for change that makes reasonable sense.

Examples:

“I should have checked in on you in the forest. Next time, I’ll use Two Thumbs Up.”

Or, “I’m sorry my actions made you feel manipulated. The game seems to encourage it and I got swept up. Can we Rewind and keep our advancements?

Frequently Asked Questions

What’s the point of Script Change?

If you’re playing a game with people, you should always discuss consent first. Ask what everyone is okay with, and what they’re not. Establish expectations of the game—tone, content, story elements. Script Change addresses when troublesome elements come up in game or when issues no one expected arise.

How do I call for a Script Change?

Just say the tool name like “Rewind,” or “Fast-Forward,” type the tool name or symbol into chat, or raise or tap a Script Change card. It’s often best to integrate these phrases into a sentence, like “Could we Rewind that statement? My character probably wouldn’t say that!” Or, “I have to Pause, this is a little intense.” Or even, “It feels like the right place for the scene to end, could we Fast-Forward?”

In digital or written communication, you can use the shorthand symbols to indicate which tool you’d like to use.

Chat Symbols

>         Resume
| |        Pause
>>       Fast-Forward
<<       Rewind
!!<       Instant Replay
|>        Frame-by-Frame
2TU     Two Thumbs Up*

*Use 2TU, 1TU, FSTS, 1TD, 2TD, or use emojis.

After calling any tool for use, once things are resolved, just say “resume,” tap the card, or use a symbol.

Do I have to explain everything?

It is always a good thing to explain to other players and the facilitator what is bothering you during the session or with a specific piece of content.

This prevents recurring issues by making it clear what you want to avoid or change. If you are truly uncomfortable detailing the issue, that’s okay, just identify the specific item that is an issue so it doesn’t come up again.

If you need to talk about it, you can ask for a Pause to explain what’s going on, and the other players should listen. It is also good to discuss topics that come up at a Wrap Meeting. Remember to respect each other in how much you ask of each other, and keep in mind that their capacity is just as other players or possibly friends. You should all be generous to each other and understand each other’s limitations.

During this discussion, if you plan to share anything potentially triggering of others’ traumas, make sure to warn people so they can be safe for themselves.

If a player needs to excuse themselves so you can address the topic, be understanding.

How do I know people will take it seriously?

The players and facilitator should read or listen to how Script Change works and agree to the terms before playing. Script Change is designed to be above the game’s narrative, tone, content, and can even override mechanics should the group agree to it. It also is above roleplaying and behavioral differences.

When a group chooses to use Script Change, they agree to use it before starting the first session, ensure everyone understands the rules, and accept that as a “meta” tool (“beyond” the game), Script Change must be honored.

If a player repeatedly brings up content that’s been identified as a Squick or Ick, it is appropriate to ask them to leave the table—even permanently. If a player won’t respect the Script Change tools, explain that they’re violating the social contract and agreement at the start of play, and feel free to step away from the table or ask the facilitator to handle it. If the facilitator is the problem, speak to the other players for support.

A show just isn’t a show without a full cast, and the facilitator is just as responsible for the content of the game as the players.

Never feel pressured to do something that you feel violates your boundaries and know that using Script Change supports your right to feel safe and comfortable when playing games. If you want to press forward, the best option is to speak plainly about your concerns.

If you trust these people enough to be willing to game with them, they should respond with care to you saying, “Hey, I don’t feel comfortable.” If they don’t, then you have a bigger problem that needs to be approached with a longer dialogue—or by ending the dialogue.

If you encounter an issue where you are afraid or uncomfortable using Script Change tools with your group, but you feel that the group works well, it’s possible that Script Change is not the right toolbox for you, and you should consider finding an alternative option.

You may find that altering Script Change tools for your group would work best, which is a great option to get to know the best methods for you and the people you play with!

Is Script Change just for content?

No way! You can (and should!) use Script Change to help calibrate tone and roleplay, too. If the tone has gone too comedic or too dramatic, call for a Rewind. You can also Rewind if someone is pulling punches and not making the game as action-filled, or as drama-filled, as you want!

If you feel like a scene is going on-and-on and is making the game boring, you can call for a Fast-Forward. Best of all, you can always use Pause when you need a break.

Script Change can also be used for rules or mechanical results if the group agrees to it. There are times when one bad roll, or one potential consequence, would be enough to make a game unpleasant or even upsetting. So long as the group agrees to use it in this context, it’s okay to Rewind a roll or Fast-Forward an unnecessarily long combat.

What if I’m not uncomfortable but I think someone else is?

You can use Script Change tools on behalf of other players! If you notice your friend is acting uncomfortable and something is happening in-game that might be causing it, it’s okay to use a tool to either check in with them (like a Pause) or to directly address the content (like Rewind or Fast-Forward).

You can also use the Two-Thumbs Up check in tool to gauge if someone needs help.

It’s okay for you to use a tool and say that you feel like it might be making people uncomfortable, and not put any direct light on the person in question, or to just say you personally don’t want to see that content. Sometimes we step up for other people, and it makes the game a better experience!

Recognition

Thank you to my partners, John W. Sheldon and Thomas Novosel, for their support of me, my work, and Script Change over the many years it has been developed. It would never have been possible to make this without you!

Thank you so much to Clayton Notestine for the layout in the last version of Script Change!

Rewind is loosely inspired by the “Try a different way” card in Archipelago by Matthijs Holter. It has been refined to suit the needs of Script Change and revisited based on The Luxton Technique. It was also inspired by rewinding in films, rewrites in film scripts and fanfiction, and similar situations.

Pause was an extrapolation and rejection of the X-Card tool by John Stavropolous. The X-Card is an excellent tool, but it caused a triggering response for me as a player, so I explored an option that would better for me. Pause is also the safe word I use for BDSM and to cope with PTSD and anxiety, and is a feature of movies and television to help viewers control content.

Lines and Veils by Ron Edwards inspired the bundling of picks, squicks, and icks (initially do wants and don’t wants), however, they actually were more deeply inspired by boundaries established in BSDM communities and fanfiction writing communities, and function by using specific tools to respond to topics that arise.

Two Thumbs Up was inspired by the OK Check-In Tool—I liked the concept, but it did not have enough granularity for my personal preferences and I wanted something different. When I was introduced to the OK Check-In Tool, it used an OK sign like in scuba diving, and I found this resource explaining it using thumbs up several months after my design of Two Thumbs Up. I fully recommend using OK Check-In if it works better for you!

The Eject Button is partially inspired by the concept of The Door is Open, a tool that originated in the Live Action Roleplay space with Eirik Fatland introducing it and Jason Morningstar teaching it to the communities I played in during the 2010s. The concept is one that people call a few different things, but for me, framing it as an immediate, unquestioned act to step away from a space that isn’t welcoming, safe, or enjoyable for you is really important. I wrote about stepping away from games and groups on Gaming as Women in the early 2010s, and this is just a codified point of that same thought process.

Thank you to Kimberley Lam for the reinterpretation of Frame-by-Frame, Slow Motion and allowing me to inlcude it. Thank you also to Kit la Touche for the reminder to include Six Degrees of Connection, lost in my files! Thank you both for always supporting me.

The rest of the tools in this toolbox may be inspired in the deep depths of my brain by other things, or perhaps by behaviors I’ve developed or desire in play. I have tried to develop the tools in original ways that suit the theme of Script Change. I have never attempted to directly crib a mechanic—I try to design everything to suit my personal perspective and my view on how content can be handled to make environments more safe, rather than expecting perfect safety.

A hammer is only effective when used correctly, and there are many different kinds of hammers. Script Change is a toolbox and is used as such—with different tools for different jobs, used to different intensities, never meant to be one-size fits all as is.

Thank you for respecting the work that has made Script Change a complex and modular tool that extrapolates on what I experienced as a player and designer. I hope it serves you well.

Script Change Bonus Features

All of the following tools have been in common use in many games, often as house rules or personal preference, and it’s likely mechanics like these are codified with different names or even purposes. These are for expanding fun, helping with remembering aspects of the game, and similar purposes adjacent to Script Change in that they relate to content and calibrating your experience.

Aside from Freeze Frame, which was included in Turn (2019) as “Snapshots,” none of these are pulled from any specific source. Any crediting for professional, academic, or commercial use of these tools to Script Change is only to help players find this text with Thoughty’s specific perspective if they wish to learn more, not to claim original development.

Freeze-Frame

An image of a card for the Freeze-Frame Button with a brief description and the Freeze-Frame icon.

To help cement the state of the characters and world at the end of the session, end each session by framing snapshots of each character and what they’re doing—just a freeze-frame. This could be something like a spaceship taking off, opening the door to find the wrong person inside, or even walking away after a fight—all just little blips in time, frozen, to remember for the next session.

The facilitator and players should collaborate to detail these scenes, with the players whose characters are the subject of the Freeze-Frame having the final call on any preference disagreement. Freeze-Frame can be especially useful when you have multiple characters diverging or on separate paths, but always gives a chance to make sure everyone knows where they stand.

This is a good opportunity to highlight the emotions each character is feeling as the session ends, and is a good lead up to reviewing stats or character advancements. The facilitator should leave space here for the kind of chatter players would experience while watching the end credits of a movie—sharing moments of enjoyment or anxiety, anticipation or hopes for what the next session could bring.

It can be fun to drop some of these elements into the freeze-frame, like describing their character looking off frame as there’s a knock at the door, and then holding that moment for the next session to open the door.

Montages

An image of a card for the montages Button with a brief description and the Montages icon.

A montage is a series of brief, described scenes or moments of narrative or action without extensive roleplay or dialogue, typically fully defined by the narrator with consent of other contributors. The series of scenes can have a related tone, story element, character, set piece, or other theme as a guide or overall arc.

A montage does not require extensive details or a specific length of time, but should articulate any important details as part of the description. Script Change does not recommend including mechanical tests in montages, but if it brings more fun to the players as a whole, include them as feels appropriate.

Applying montages in tabletop games can have a big effect! A facilitator can describe a montage where events are happening in multiple places to different people to help move the story forward, advance time, or any other purpose that would benefit from small bits of widely sourced narrative information. It’s important to gain consent from players if any of their characters are used in the montage.

Players can also participate in montages by each taking turns contributing scenes.

For example, take turns around the table describing a brief scene with ambiance like what kind of music to imagine playing or the sounds of the landscape and detailing the emotions of the scene, but limit any dialogue or action to a single back and forth.

This can impact tone, illustrate what is important to characters, and even build the world around the characters. If a player wants another player’s character to be in a montage scene, they should gain consent and be clear about their intent. Everyone can contribute to these short series of scenes or moments and enthusiasm makes it even better!

Vignettes

An image of a card for the Vignettes Button with a brief description and the Vignettes icon.

Vignettes are brief but evocative short scenes narrated or briefly roleplayed to allow players to express and explore more of their characters, the story, and how the world in their game works. Any player can use a vignette at any time, but vignettes can also be used as a group tool to give each player a moment to shine while they share a scene, or to wrap up at the end of sessions or campaigns with a glimpse into what happens next.

This tool works by setting aside a session or portion of the session in which players do short scenes that allow a small window into their character’s story, their hopes for the upcoming arc, an accomplishment or failure, or a vulnerable or unexpected moment.

It can be fun to theme the series of vignettes with concepts like “Unexpected Victories,” “Lost Loves,” “A Break From It All,” and other flexible but engaging prompts. This can be a great place to reveal information about a character that may not have come up in play before, but the player wants to share.

Each player should get a turn, including the facilitator, to allow the most chances to build the story and expand the experience of play. If a player or the facilitator wants another player’s character to be in a vignette, they should gain consent and be clear about their intent.

Red Carpet Walk

An image of a card for the Red Carpet Walk Button with a brief description and the Red Carpet Walk icon.

A Red Carpet Walk is an end-of-campaign mirror of an award show “red carpet” moment where players get a chance to be in the spotlight, talk about their experience of play, and give other players the chance to ask questions about their character, the story, and the choices they made in play.

It is helpful to frame this tool positively, and empower the group to explore challenging questions and decisions throughout a campaign to show the growth and enthusiasm of each player. Whether this is a more casual conversation or players choose to cosplay, share ephemeral content like character sheets or memories, or jump right into character for a post-campaign after-party, use this opportunity to pass the microphone around (figuratively or literally) and make everyone feel like a star!

Take turns highlighting their favorite parts of the campaign, sharing how their characters grew and changed “behind the scenes” (away from the table or in their minds), and taking questions from other players about their actions and what they got out of the experience. If the group is all comfortable with doing so, this can be combined with dressing up as their characters or even each other’s characters, or putting on something that feels good (an outfit, music, whatever that happens to be) to make the exchange more special.

This should be a celebration of your experiences playing, having a moment to be proud of everything you’ve done in game, with good faith engagement from all participants. Even done remotely, the energy can be maintained by respecting each other’s time and letting everyone get the chance to be excited, and leaving space for more complex discussions in the future or after the Red Carpet Walk has allowed each player and the facilitator to have the chance to be positive.

Storyboarding

An image of a card for the Storyboarding Button with a brief description and the Storyboarding icon.

Whether you play traditional roleplaying games with world-spanning campaigns or low-preparation one shots that hit the spot, there is often an opportunity as a facilitator and as players to think about what you want to get out of the experience.

Script Change provides you with some overarching meta tools to help plan and prepare, then respond in time, for tone, content, matters of consent, and means to make experiences more fun! Storyboarding allows you to get more specific, become the authors of your own stories, and set up sweet arcs in time.

Storyboarding is more of a complex activity than a basic tool, which is why it’s a Bonus Feature for people who want to delve a little deeper into making the most of their experience. It isn’t about planning out events moment by moment, scripting dialogue, or forcing anything to happen.

Use Storyboarding as a method to hit emotional and narrative beats, and to balance combat, action like heists or tracking, and social or story encounters without action.

The following section (page 18) includes more information on storyboarding, including basic necessities for use in games.

Necessities for Storyboarding:

  • Completed Editor’s Notes
  • A method of recording text that can be rearranged (index cards, text document, etc.)

How to Storyboard

Once you’ve chosen what you’re going to play and reviewed the kind of content, tone, and tools you want in your game, have a conversation as a group to discuss:

  • Emotional arcs you enjoy,
  • What balance you want of combat, general action, emotional storytelling, and worldbuilding (within the mechanical & fictional constraints of your chosen game),
  • What sort of play experience you want to tell in the time you have (slow burn, high intensity, building up to the boss fight, short arcs, etc.),
  • Which story or play elements are the most important to the group,
  • How much you want to see of individual arcs versus group activity, and
  • Potential schedule or activity limitations that could require shorter or rescheduled sessions, like work schedules, vacations, health concerns, etc.

As you have this discussion, write them down. Once you’ve covered the topics above, you can talk about how everything fits together. Think about how the facilitator and players can use these ideas to reach the emotional goals for both players and characters, and how to get enough action to satisfy each player without burning out.

Plan out some example sessions or arcs by placing the elements in different orders, keeping in mind things like session length or how it impacts an arc’s climax if you might have to delay a session or two if games get rescheduled or need to be canceled.

This does not have to be perfectly followed, as it’s meant to guide intention, but if you find the perfect mix, it’s awesome to pursue it!

You can record these potential arcs so that the facilitator can reference them, and come back to them at a later date if you feel like something has been sidelined or set aside, for any reason. This means that players who tend to forget things, or those who will put aside their goals to follow the group, can still have a reference for how they want to be included that allow other players and the facilitator to help them be engaged and prioritized.

Everyone gets off track occasionally, but having a Storyboard with options (or, if you prefer, a specific plan!) can ensure all players get a chance to speak to their goals and desires for play, including the facilitator, and if you’re reaching burnout, you have templates to reference.

This is something that can even be valuable for solo play or generic plans for convention gaming, done either as an individual or as part of a group. If you want to create a consistent experience for playtesting, demonstrating, or sharing games, Storyboarding what you want to present in a short session or arc can help a lot to focus the experience.

Six Degrees of Connection

An image of a card for the Six Degrees of Connection Button with a brief description and the Six Degrees of Connection icon.

Lots of players rely on relationships in tabletop roleplaying games to help the stories and action make sense! One of the best ways to help everyone understand the relationships between characters is a relationship map.

Many people have used relationship maps in games! The method recommended here is a simple exercise to help build a relationship map and answer questions about the characters and the world they are in. This can also be used for themes, locations, and events if desired!

To use Six Degrees of Connection, you’ll need a visual way to represent the connections, whether this is a hand drawn map or a digital method of drawing the elements and relationships. Try to use a method that will be accessible to all players, including considering factors like whether players will be able to view it or might need a description if they have any vision related disabilities.

To start, list the player characters and any known major characters managed by the facilitator or other important characters that aren’t the main player characters, like familiars. For non-character maps, use locations, themes, or a generic term like “elements” if you want to mix these together. For secret elements, use a number or other reference if you choose to place them on the map.

Once you have the beginning elements, follow these steps.

1. Make a circle in the center of the map and label it with either a location like a town or building, an event or group that involves all of the main characters, or a thematic uniting concept like “freedom” or “anarchy.”

2. Connect the main characters to the map using connecting lines, placing the names of the characters in circles or squares and using the distance from the center element to show their intensity of connection to that element.

Are they from the location? Are they very passionate about the cause? Did the event have a smaller impact on them than the other characters? All of these are questions that help decide how closely they are connected.

3. Connect the characters to each other with direction lines to show important relationships, indicating mutual relationships with lines that have arrows on both ends, and one-way relationships with lines that have arrows only on the receiving end (toward the recipient).

Write a one or two word phrase along the line to indicate the nature of the relationship, anything from “positive” to “spurned lover” to “enemy soldier.” These can be crossed out and rewritten as play proceeds!

4. Add in circles that relate to the story during this initial state and during play to show any organizations, locations, events, or themes that connect characters, and use the mutual connection or one-way connection lines to indicate those connections. Leave space for development in play, but ensure you have some elements on the map that could cause the emotional or entertaining experiences you want, like locations where characters gather to celebrate or events that caused a rift in the party.

5. Use smaller circles to add facilitator characters and background elements with dashed lines instead of solid lines. During play, these lines can be made solid if players decide to bring those background elements to the foreground, such as if a background facilitator character became a love interest for a player character!

6. Use symbols or colors (or both) on the lines and circles to indicate characters or other elements that players want to keep more static – like a long term friendship that they don’t want to disrupt without consultation, or a pet that won’t ever be threatened, or a building that can never truly be destroyed.

A star or highlighting color is great for this! Use a different symbol or color to indicate the inverse – if a duo is headed toward heartbreak or the party wants to take down their own organization from the inside, this is a great way to set that goal and aim towards it.

Keep the map on hand to refer to it during sessions. Update it and change it as the group feels is appropriate. This tool can help you keep track of how relationships have changed over the course of a campaign and is a useful reference if you have time between sessions of play!

Emotion Mapping

Another way to use circle mapping like this is for planning emotional experiences in games, called emotion maps, using large circles to represent the emotions you want to highlight and focus on, medium circles for emotions you want to be present but less dominant, and small circles to show what emotions you want to minimize and keep to the background, if they appear at all.

In emotion maps, you don’t need to use connecting lines, but you can use the distance between the circles and their proximity to each other to indicate if they may affect each other. This can help to get a concept of what players or facilitators want out of a specific game campaign or session but allow flexibility in how the emotional experiences are achieved!

Top Reviews

An image of a card for the Top Reviews Button with a brief description and the Top Reviews icon.

An additional step to the standard Wrap Meeting or play debrief is a follow-up some time after the game or session ends, before the next event. Top Reviews are simply that follow-up, where the facilitator and players have an opportunity to process their experience and give feedback with some distance.

Whether using a shared digital chat space that allows for private messaging, text groups, email, or face-to-face conversation, players should be encouraged to reach out to each other (with consent from all involved) to share their feelings about the game experience and ask about ways to have even more fun in future play. The facilitator can use this same process to talk to players individually, and it is recommended to check in with all players to give them a chance to give input.

When asking these questions, it’s best to do so one-on-one if you can, and make sure that you respect any player’s desire for their answers to remain private between you (player to player or facilitator to player). Even if they express frustration or other strong emotions about the game or another player, it is important to maintain trust with each other.

If any players want to keep a Top Review private to the facilitator, that’s okay! 

Example Top Review Questions

Are there any moments from the previous session/game that were really engaging for you or made you feel more included and connected?

Did any part of the play experience leave you feeling left out, confused, or without support?

Are there any feelings lingering from the last session/game that you want to talk about?

Are there players you feel you don’t get to have enough in-character time with, or that you want space from?

Is there any way I can highlight your unique value in the game more?

Are there any environmental changes (location, temperature, lights, sounds, furniture, etc.) we need to make to ensure you have more fun?

Are there any accessibility tools or changes to the calibration tools we’re not currently using that would improve your play experience, or ones that we have that we should use more?

Is the schedule for our events still working for you, including how long we are playing, what time we’re playing, and how often we are playing?

Is there anything in the game that you want to explore more mechanically?

Is there anything in the game that you want to explore more narratively?

What do you want for your character after experiencing this session? Has it changed since before the session?


This work is licensed under a Creative Commons Attribution 4.0 International License. Email contact@briebeau.com to discuss use.

briebeau.com/scriptchange

thoughty.itch.io/script-change for PDF download


Script Change in More Languages!

Some people have started translating the game for other languages, which is amazing! You can find them under this paragraph. If you want to translate Script Change, you can! Simply follow the same rules as Using Script Change in Your Game, keep the translation publicly available, and please send me a link through the contact form.

Script Change in Korean!

SCRIPT CHANGE IN GERMAN!

SCRIPT CHANGE REPLAY by LocJAM


Using Script Change in Your Games & Products or at Events

Do you want to use Script Change in your game? Awesome! If you use any Script Change tool or any of the associated text above in your game, it requires attribution to Beau Jágr Sheldon and the website link briebeau.com/scriptchangeThis is required.

​If you have any questions, you can contact Beau using the beau.j.sheldon (at) outlook.com. to discuss using the Script Change toolbox. 

You don’t have to use all of the tools in the toolbox to use Script Change! ​If you remix, rewrite, or alter Script Change in your project (which is totally rad!), you still need to credit Beau and Script Change. However, you should not credit Beau in a manner that assumes their approval or acceptance of any alterations to Script Change without Beau’s direct written consent and approval of the final text. 

If you want Beau’s help in customizing the toolbox for your game, Beau offers optional support through the design process as well as providing a consultation on the final text in your game to ensure the tools are clearly described and accurate. This is part of the Script Change toolbox’s support plan by Beau. Just reach out, and make games safer!

Beau doesn’t require a donation to support Script Change, or for its use, but you are welcome to donate at PayPal.me/Thoughtyko-fi.com/Thoughty, or by downloading and paying for a copy at briebeau.itch.io/script-change. support doing donations to RAICES and The Trevor Project as well as Trans Lifeline or the Southern Poverty Law Project.

Note Regarding Previous Names & Pseudonyms: In some cases, Beau was credited under either Brie Sheldon, Brianna Sheldon, or Brie Beau Sheldon. For print versions of books, this obviously is not able to be updated to Beau’s legal name as indicated above. However, if you do update a digital version of your game or text and you’re able to update the credit to Beau Jágr Sheldon, that is appreciated!

This work is licensed under a Creative Commons Attribution 4.0 International License. Download the files for Script Change with full color, black & white, playing cards, tarot cards, and emoji at http://thoughty.itch.io/script-change.