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Framing an Analog Game for Transformation: A Step-by-Step Guide for Game Designers

Transformative analog games such as tabletop RPGs, LARPs, storytelling games, or hybrid formats, can be powerful tools for healing, education, and identity exploration. However, their impact is diminished when players are not invited to emotionally prepare, reflect during play, or process afterward. Framing is the missing structure that helps a game become more than memorable. It helps it become meaningful.

This guide outlines how to frame analog games using research-informed practices and trauma-aware tools like the RPG Consent Checklist and X-Card.

Step 1: Pre-Game Framing – Invite and Prepare

Goal: Help players set boundaries, choose levels of emotional engagement, and align the game with their current needs.

Use a Consent Form

Invite players to complete the RPG Consent Checklist, a fillable tool where participants indicate their comfort levels with various content (e.g., violence, romance, betrayal, body horror).

How to use:

  • Players fill it out privately or together as a group.
  • Use responses to tailor the tone, pacing, or content of the game.
  • Revisit the checklist in later sessions for your players’ evolving needs.
  • Also ask questions like: “What challenges are relevant in your life right now?”

Include a Physical or Verbal X-Card

Place an X-Card in the center of the table (or establish a verbal signal) that players can activate at any time if something makes them uncomfortable.

When used:

  • The scene changes or skips without explanation.
  • No questions asked; no discussion required unless the player initiates it.
  • Reinforce that using the card is normal and encouraged.

Why both?
The checklist is a proactive framing tool. The X-Card is reactive, protecting players during the unpredictability of live play.

 

Step 2: Midbrief – Reflect While Playing

Goal: Help players regulate emotions and deepen engagement through reflection during gameplay.

Use Check-in Breaks

Schedule reflection pauses during intense or emotionally complex scenes. These can be in-character, out-of-character, or both.

Example prompts:

  • “How is your character feeling right now?”
  • “Does this remind you of anything in your real life?”
  • “Would you like to shift tone or take a quick break?”

Make time for a quiet journaling moment, especially if you’re running a LARP or immersive story. This supports narrative processing.

 

Step 3: Post-Game Debrief – Meaning-Making

Goal: Support integration of the experience into players’ lives.

Run a Guided Debrief

Set aside 15–30 minutes after the session for reflection. Choose methods based on your group:

  • Open Circle: Invite each player to share one moment that stood out.
  • Structured Prompts:
    • “What surprised you about today’s game?”
    • “How did your choices reflect who you are (or who you want to be)?”
    • “What do you want to explore more in the next session?”

Note: Another excellent resource for debriefing is the Debriefing Cube by Julian Kea and Chris Caswell. These handy cards (now there’s an App!) can address many different approaches to a debrief.

 

Offer Take-Home Journaling

Give players a journaling handout or invite them to capture their reflections with a prompt:

“What did your character learn? What did you learn about yourself?”

This can be anonymous or shared in future sessions to support character arcs or growth tracking.

 

Bonus Step: Weave Framing Into Design

Framing shouldn’t just sit outside the game. Instead, make it part of the narrative.

Examples:

  • The players are guiding an apprentice character who mirrors the challenges they chose to explore in the consent form.
  • Characters must reflect on decisions in “dream sequences” that act as narrative journaling.
  • Time is paused in-game for a character’s inner monologue which lets players switch between internal processing and external action.

Key References

  • Mezirow, J. (1997). Transformative Learning: Theory to Practice
  • Moon, J. (1999). Reflection in Learning and Professional Development
  • Bowman, Sarah Lynne (2010). The Functions of Role-Playing Games
  • Boud, D., Keogh, R., & Walker, D. (1985). Reflection: Turning Experience into Learning
  • Banks, J., Bowman, N. D., & Bowman, S. L. (2016). Avatars Are (Sometimes) People Too
  • Consent in Gaming Checklist by Monte Cook Games
  • X-Card by John Stavropolous
  • Debriefing Cube by Julian Kea and Chris Caswell

 


Guardian Adventures provides consulting and transformative design for therapeutic centers, museum and science centers, summer camps, amusement & attraction industries, and more.


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Framing a Video Game for Transformation: A Step-by-Step Guide for Game Designers

Serious video games can fall short. This isn’t because of mechanics or story but because they don’t frame the experience effectively. Framing is the structure around gameplay that invites the player to connect personally, reflect meaningfully, and integrate what they’ve experienced. Without it, impact is fleeting. With it, your game can change lives.

This guide outlines how to design framing into your video game before, during, and after play using research-backed methods and trauma-informed tools like the X-Card and the RPG Consent Checklist.

Step 1: Pre-Game Framing – Invite and Prepare

Goal: Help players align the game with their current mindset and emotional needs.

Personalized Onboarding Survey

Begin with questions like:

  • “What theme would you like to explore today?” (If applicable)
  • “What challenges are relevant in your life right now?”
  • “What do you want the game to avoid?”

Ideally the answers influence narrative tone, dialogue, character choices, or even visual assets.

 

RPG Consent Checklist

Let players fine-tune their experience using the Consent in Gaming checklist, which includes options like:

  • Romantic or sexual content (Yes / Maybe / No)
  • Violence (Tone down / Stylized / None)
  • Moral dilemmas (Light / Medium / Heavy)

Use this input to adjust scenarios, language, pacing, or skip triggering content entirely.

Digital X-Card

In addition to the checklist, provide an in-game “X” button at all times (based on the X-Card by John Stavropolous). When tapped:

  • The current scene is skipped or replaced with a neutral variant.
  • No explanation is required.
  • Content filters can auto-adjust for the rest of the play session.

Why both? The checklist sets proactive boundaries; the X-Card is reactive, giving players power in the moment. Together, they create a layered safety net.

 

Step 2: Midbrief – Reflect While Playing

Goal: Surface insights before players emotionally disengage.

In-Game Journal Prompts

At emotional peaks or major decisions, insert short, optional prompts:

  • “What would you have done differently?”
  • “How is this choice affecting your character’s journey—and maybe your own?”

If the player opted into journaling, use themes from their onboarding to personalize prompts.

Example:

A player exploring trust might see: “Your character chose to keep a secret. Does this reflect how you handle trust in real life?”

Entries can be saved locally, to the cloud, or exported later.

 

Step 3: Post-Game Debrief – Meaning Making

Goal: Reinforce and extend the impact of the game into the player’s life.

Personalized Reflection Journal

After the game ends:

  • Show a summary of choices and character evolution.
  • Offer reflective questions based on themes or topics selected at the start.
  • Allow the player to download or continue a journal that can feed into sequels or future playthroughs.

Adaptive Continuation

If the game has a sequel or metagame layer, use the player’s journal entries and consent checklist to shape future content.

 

Bonus Step: Weave Framing Into Story

Don’t just bolt framing onto the sides of the game—build it into the world:

  • Maybe the player is mentoring a character with a life challenge they selected.
  • Or they’re a time-traveling observer recording a personal history.

These specific narrative lenses can support eudaimonic play (gaming that fosters growth, meaning, and identity development).

Key References

  • Mezirow, J. (1997). Transformative Learning: Theory to Practice
  • Moon, J. (1999). Reflection in Learning and Professional Development
  • Bowman, Sarah Lynne (2010). The Functions of Role-Playing Games
  • Boud, Keogh & Walker (1985). Reflection: Turning Experience into Learning
  • Banks, J., & Bowman, N. D. (2016). Avatars Are (Sometimes) People Too: Linguistic Indicators of Parasocial and Social Ties in Player‑Avatar Relationships. New Media & Society, 18(7), 1257–1276.
  • Consent in Gaming Checklist by Monte Cook Games
  • X-Card by John Stavropolous

 


Guardian Adventures provides consulting and transformative design for therapeutic centers, museum and science centers, summer camps, amusement & attraction industries, and more.


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We live in a time when AI is often framed as the answer to loneliness, anxiety, even trauma. “AI will listen.” “AI will care.” “AI will be your friend.”

But what if that’s not the right role?

What if AI isn’t meant to be the solution but the alibi?

In the field of Transformative Game Design, the word “alibi” is an established term that refers to a character that the player embodies in a roleplaying game… providing a safe space to different emotions and perspectives through the character and the scenario. In this context, Alibi is a safe space and safe interaction for practice. It’s a place to begin saying what’s hard to say. A bridge back to connection with others, built on growing trust with your own skills, self-awareness, and choice.

The Role of AI as Alibi

There are many reasons people stay silent: Fear of judgment, past trauma, or simply not knowing where (or how) to begin. When this happens, we often need something low-risk. A place to explore our thoughts before we speak them out loud. A space where we can rehearse the words we’ve never been able to say. It’s a conversation practice that gives you the “undo” option where you can “beta test” your thoughts.

This is where AI as Alibi lives. 

This kind of AI is trained not just on language models, but on listening models. It knows when to pause, when not to offer advice, and when to gently suggest that what you’re sharing might be too important, too complex, or too human for an algorithm to hold alone. It doesn’t diagnose. It doesn’t try to fix. It doesn’t pretend to know what’s best.

But it does help you find the words.

It gives you a space to rehearse hard conversations. It helps you think through who in your life feels safe enough to talk to. It might even help you ascertain the possibility that there isn’t anyone in your circle that has the skillset for a healthy connection – and provide you with resources to organizations that can help.

When you’re ready it can remind you that you don’t have to do it alone.

Growth Through Boundaries: A Transformative Design Approach

At the heart of this is transformative design. Not transformation through fantasy or escapism, but through a gradual, supported shift in how we see ourselves and what we believe we’re capable of.

AI as Alibi isn’t just about “processing emotions.” It’s about creating conditions where users can:

  • Identify and reframe internal narratives
  • Recognize patterns of avoidance or fear
  • Practice the risk of vulnerability in a low-stakes environment
  • Move from passive introspection to active connection

This is the architecture of transformation, which is framing experiences so users can feel safe enough to reflect, empowered enough to act, and supported enough to grow.

Done well, this kind of interaction can cause lasting change not because the AI is wise, but because it’s smart enough to know its limits.

What AI Should Never Be

There’s a growing risk in AI that’s “too helpful.” When AI is designed to mimic friendship, to validate every feeling without context, or to simulate unconditional presence, it can quietly become a replacement for real human connection.

That’s not just unethical. It’s dangerous.

A trauma-informed AI must be trained not to overreach. It must resist the temptation to play the hero. That means avoiding emotional language that suggests attachment (“I’ll always be here,” “You can trust me”), and instead modeling healthy boundaries:

  • “That sounds like something worth talking about with someone who knows you well.”
  • “I’m here to help you sort through your thoughts, but I’m not a therapist.”
  • “You’re not alone. Would you like help thinking about who to talk to?”

This reframing encourages real connection, not digital dependence.

Designing AI That Knows When to Step Aside

To play this role well, AI needs more than technical training. It needs design intention so that it understand that its purpose is not to be the destination, but the bridge.

That means:

  • Identifying signs of distress or trauma disclosure and shifting into a safety-first mode
  • Responding with pause and redirection, rather than escalating false intimacy
  • Championing agency, by helping users make decisions rather than giving them
  • Offering structured reflection, so the user can track their emotional patterns over time

AI as Alibi becomes part of a larger transformative arc. It’s playing the role of support instead of savior. This way, the AI isn’t replacing human contact, but by gently guiding people back toward it when they’re ready.

From Isolation to Identity Shift

When someone practices speaking their truth (on their own terms, and at their own pace) they’re doing more than processing. They’re rewriting their story. They’re deciding they are worthy of being heard. They’re transforming.

This is where transformative design can meet technology: Not by simulating a relationship, but by gently cultivating the confidence to seek real ones. Not by fixing people, but by helping them imagine what connection might feel like again.

And that is how AI becomes not a substitute…

…but an alibi.

 


Guardian Adventures provides consulting and transformative design for therapeutic centers, museum and science centers, summer camps, amusement & attraction industries, and more.