I was thinking about #PartnerGames and the Intimacy that comes with them. I think this a very specific genre that is interesting from both sides of the design process: the side of the designer and the side of the audience. So I'm going think out loud a bit.
#TableTopChopShop
There are more and more studies that focus on the developmental benefits of role-playing and #TTRPG. Many of these focus on critical thinking skills, but more tune in on social and interpersonal skills.
There are even TEd talks about the positive social effects on YT - and I will plug myself in here, because I gave a talk at a TEDxYouth conference in front of high schoolers about Building Resilience through RPGs.
These ideas are always true, for any number of RPGs. But I think Partner Games bring even more to the table.
RPGs in general let us practice social skills, but partner games let us practice intimacy build on trust.
From the side of the audience, the players, this is rewarding because I can live through these situations in the safe space with a person I trust. It is rewarding, because I get to learn more about them and more about myself.
From the designer side, this is very interesting, because creating this intimate situation in which the players CAN learn something about their (playing) partner and themselves.

But this is also challenging and we designers have the responsibility to facilitate this safe space.
As mentioned by everyone that worked on the topic, practice of any social skills can only happen if the players are comfortable with each other.
This is often ignored, but more and more designers mention safety tools explicit in their games and delegate this responsibility.
In a Partner Game that is designed to touch on intimacy, this is the bar minimum, but we designers can do better.

Safety should be designed into gae throughout the individual chapters.

I am thinking about separate Info boxes and content warnings present in relevant positions.
An Info Box will allow additional guidance for a certain mechanic and can remind the players of the safety tools mentioned in the beginning.
An info box can also introduce a specific safety tool that might be the most appropriate for a certain mechanic or situation.
Content Warnings make sure that the players are not blindsided by a topic they don't want to encounter in their game. Content Warnings should be present in the individual chapters, but also in the description for the product. They can also be present in the Info Boxes.
You might wonder how I went from intimacy in Partner Games to content warnings:

Simple: intimacy is not just present in romantic relationships, but even this deserves a CW. Intimacy can be a closeness in other genres as well, including genres like horror.
These Content Warning should cover everything that might be uncomfortable for someone to read or talk about - even more in an RPG. This includes romantic or sexual situations. Not everyone is comfortable with these.
But Content Warnings have another purpose:

We are made aware of the situation and even if we are completely fine with anything mentioned in the CW, our Partner might not be. This awareness can create another level of safety.
A simple question about the content in the warning to my partner in the game will show that I care about their feelings and this will build mutual trust which will allow a deeper immersion into the intimate topics in a Partner Game. This deeper immersion is very rewarding!
With this, I think, I came full circle:
Partner games allow for intimacy - intimacy is build on trust - safety tools baked into the game and the chapters create trust - the immersion into the game is deeper and the emotional payout is greater.

RT and let me know what you think!
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