The OK Check-In System:
A Tool for Safe and Immersive Roleplay

In Dystopia Rising Kansas, we tell intense and dramatic stories set in a world of survival, struggle, and conflict. Some scenes may be physically active, emotionally heavy, or psychologically intense—and while we want the experience to be immersive, player safety and comfort always come first.

Not everyone expresses discomfort the same way, and sometimes players may not want to break immersion to check in on each other verbally. That’s where the OK Check-In System comes in.

How It Works

The OK Check-In System is a silent, non-intrusive way to check on another player’s well-being during a scene. It allows us to make sure everyone is okay without disrupting the flow of the game.

To check in on another player, simply use the OK hand sign as a question. This gesture asks, “Are you okay?” The other player responds with one of the three signals to indicate how they’re feeling:

  • A thumbs-up means, "I’m good." No issues, keep going.

  • A horizontal hand, palm down, means, "I’m not sure." I might need a break soon or check in with me later.

  • A thumbs-down means, "I need to stop." This is too much, and I need to step out immediately.

If someone gives a thumbs-down, the scene should pause immediately, and they should be given space or assistance as needed.

Personal Responsibility & Player Awareness

The OK Check-In System is a tool, but ultimately, it is each player's responsibility to know and manage their own needs. If you start to feel uncomfortable, overwhelmed, or unsafe in a scene, use the check-in system proactively to communicate that to others.

However, you do not need to wait for a check-in, permission, or for a scene to end to leave a situation you are no longer comfortable in. If at any point you need to step away, you are always allowed to do so—no explanation required.

Similarly, it is every player's responsibility to be aware of the other participants in their scene. If someone signals discomfort, adjust accordingly. This might mean slowing the scene down, changing your approach, or stepping back to allow them space. A good story is one that everyone involved enjoys, and that requires active communication and respect for one another’s limits.

Why Do We Use This?

Live-action roleplaying is improvised storytelling, and players react to situations in the moment. But because the emotions, physicality, and roleplay can feel very real, it’s important to make sure that everyone involved is still comfortable.

  • Some players might be completely fine in a high-intensity scene but want to let their scene partners know they’re okay.

  • Others may be on the edge of their comfort zone and need a moment to breathe or dial things back without breaking immersion.

  • Sometimes, someone might realize a scene is too much for them after it’s already started, and they need a way to step out quickly and safely.

The OK Check-In System gives every player a way to communicate their comfort level, even in the middle of an intense scene. It allows immersion and emotional investment without sacrificing player well-being.

When Should You Use It?

Use the OK Check-In System any time you:

  • Notice someone in an intense or emotional scene and want to check if they’re okay.

  • Are in a heavy roleplay moment and want your scene partners to know you’re still comfortable.

  • Feel yourself getting overwhelmed or reaching your limit and need to give others a heads-up.

  • Need to leave a scene immediately for any reason—no explanation needed.

Respecting the Signals

When someone gives a thumbs-down, their needs come first. The scene should pause immediately, and they should be given the space or support they need. If someone gives a horizontal hand signal, consider slowing things down or checking in again in a few moments.

At the end of the day, we’re all here to have fun, tell great stories, and make lasting memories. The OK Check-In System helps us do that while ensuring that every player feels safe and respected. By taking responsibility for our own well-being and looking out for others, we make the game better for everyone.