Game Night: All Fun, No Drama

Jim van den Bos

While two players jump for each other’s throats, you barely dodge the pawns flying through the room. A third player has withdrawn to a corner, where soft sobbing can be heard. The fourth player grabs their things and sarcastically shouts, “I had such fun!” as they slam the door behind them. As you look upon this scene, you genuinely wonder what you’ve done to deserve this.

Hopefully, you haven't had this level of drama at your game nights. However, it can be tricky to maintain a positive atmosphere when playing games that encourage emotional investment, especially with a group that doesn't know each other well or has varying levels of gaming experience. Whether you are a host or a Dungeon Master, there are steps you can take to ensure you don't have to dodge pawns at the end of the night.

Preparation Through Information
A game like Pecking Order, where you must grab the right totem faster than your opponents, can feel surprisingly aggressive to unsuspecting players. Similarly, many "getting to know each other" social games contain very personal, intimate questions. Set clear expectations about the nature of the game before starting. This way, you’ll know for sure that everyone has agreed to spill their deepest secrets for those all-important points.

Consent is Queen
I’ve been playing D&D for over fifteen years with the same friend group—a long time during which we’ve all brought different life experiences to the table. My DM, Finn, uses proven measures to ensure we don’t encounter triggering themes. One of these is the Consent in Gaming checklist. It allows each player to state their comfort level with various subjects. As a player, this list made me step back and think about topics I hadn’t considered before. Finn took all our wishes into account, ensuring our emotional safety before we even rolled for initiative.

Not Under My Roof!
In social deduction games like Cheese Thief, people get invested. This often causes them to push their point across too loudly or hog the floor. Correcting the volume and ensuring everyone has an opportunity to speak makes for a much more enjoyable experience. Plus, hearing more people means gaining more information, which might even help you win! The same goes for distractions: leave the phones and the gossip in the hallway; that’s what breaks are for. Follow your own irritations—what have you experienced in the past that you can now prevent with a few simple house rules?

How Was It for You?
Beyond your own experiences, take time at the end of the session to discuss what went well and what could be improved. Opening this line of conversation helps everyone express opinions they might have otherwise kept to themselves. This is especially important after heavy story scenes or high-intensity gameplay.

But wait, there’s more
Apart from explaining game specifics and setting boundaries, don't overlook basic comfort. Consider fixed breaks, a good selection of snacks, a "Goldilocks" temperature, and comfortable seating. You might even organize a "Session 0" to discuss goals, the desired tone (lighthearted vs. intense), and safety tools before the first die is ever cast.

We are all in this together
Whether you are with childhood friends in a lifelong D&D campaign or with strangers in a fiery game of Perudo, you are a group. Having a good time is a shared responsibility. As long as you treat each other with respect, all should go well. At the very least, you’ll have an ally or two by your side to dodge the pawns with. 

Author - Jim van den Bos

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