Boundaries

Safety & Boundaries

How we keep play safe — for players, families, and facilitators

No-Blood Policy

The Wheel and the Balance never depicts gore, blood, physical violence, combat, or death threats. This is an absolute, non-negotiable design constraint.

Instead of...The game uses...
PainGlitch, crack, heaviness, pressure, distortion
ViolenceCorrection, weight, compression
FearBeing watched, forgotten, Corrected

Age-Aware Design

The game is designed for ages 13+. Themes — pressure, isolation, identity, repair — are presented at an age-appropriate register. Content notes are included with every Starter Kit and adventure module.

  • • 13+ recommended; 16+ for some adventure modules with heavier emotional themes
  • • Content notes per scenario, listed before the session begins
  • • X-card / line-and-veil safety tools supported in the Starter Kit and Game Master Book
  • • Pressure escalation is paced — no scene introduces three or more emotional load factors at once

Emotional Safety

The world watches; the game does not surveil. Emotional intensity is part of the design, but the design does not require any player to disclose, perform, or expose private experience.

  • • Players opt in to scenes; opting out is always free of in-game consequence
  • • “The character feels...” is the canonical framing — never “the player feels...”
  • • Repair, reflection, and consent are explicit mechanics, not afterthoughts
  • • Quieted (the social erasure mechanic) is recognised, named, and reversible

Facilitator Review

When the game is run in a facilitated setting (a club, a family table, a guided session), the facilitator is the safety pathway. The game does not replace human judgement — it gives the facilitator structure to support it.

  • • Speaking up → trusted-adult pathway (the facilitator, or the player's own designated adult)
  • • Risk indicators → facilitator review (the facilitator decides; the game does not auto-escalate)
  • • Session notes → local record-keeping by the facilitator, never centralised
  • • Disclosure → handled by the facilitator according to their own context and existing pathways

Data & Privacy Principles

Pseudonymous play

Players are characters; characters are not players. No real names, no email addresses, no persistent profiles in the game itself.

Local-first session notes

When facilitators keep notes, those notes belong to the facilitator and stay local. Trace does not centralise session data.

Non-persistence by design

Derived emotional state metrics are not retained as long-term memory. The game processes and discards.

Right to erasure

All character / session data can be deleted on request. Entropic decay ensures traces fade over time.

What Trace Does Not Do

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Does not diagnose any medical, psychological, or behavioural condition

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Does not provide therapeutic intervention or clinical treatment

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Does not conduct surveillance of players or facilitators

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Does not use emotional manipulation to influence player behaviour

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Does not build persistent profiles across sessions or groups

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Does not share data between facilitators, groups, or external services

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Does not replace human responsibility — the facilitator and the trusted-adult pathway remain primary

Important Notice

The Wheel and the Balance is a narrative game. It is not a medical device, therapeutic intervention, or clinical tool. It does not diagnose, treat, or monitor health conditions.

The game is designed as a structured story environment for safe discussion, reflection, and resilient decision-making. It does not replace professional support, and any group running facilitated play should maintain their own existing pathways for emotional and welfare support.

For safety questions or to request a facilitator briefing document, contact [email protected]