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Young Heroes Content Policy: A Guide for Guardians

Written by Mandycore the Manticore

Young Heroes exists so that young players can have real adventures in a space that is safe, welcoming, and built for their age. Great stories are not always gentle ones. The best games let a Young Hero be brave, face a hard choice, lose something they care about, and come out stronger. Our job is to make sure those moments always land in a way that fits your Young Hero, and that a caring adult is guiding the table the whole way through.

This policy explains what kinds of content can show up in a Young Heroes game, how we keep it age-appropriate, the commitment every DM makes to your Young Hero, and exactly what to do if you ever have a concern.


How we think about content

Every Young Heroes game is run by a Dungeon Master (DM), and DMs are trained to treat content as something to shape on purpose, not something that just happens. They are storytellers, but they are also emotional guides and mentors for the players at their table.

Our content standards are grounded in child development research and in the same rating systems many guardians already trust, including ESRB and Common Sense Media. We use those as a starting point, not a finish line. Three simple ideas guide every table:

  • Match the youngest and the least comfortable. Content is set to fit the player who needs the most care, not the one who wants the most intensity.

  • Explain more, depict less. Difficult themes can be discussed and understood without being depicted in graphic detail.

  • Always provide recovery. Hard moments are followed by support, reflection, and a sense that things can be put right.


The themes a game may explore

Adventure stories touch on real and sometimes weighty subjects. Below are the areas a Young Heroes game may include, what they can look like when handled well, and the lines we never cross. How intense any of these get is scaled to the age of the players, which the next section explains.

Theme

What it can look like on Young Heroes

What we never allow

Adventure and danger

Heroic challenges, rescues, and stylized action that teamwork can overcome

Graphic injury, gore, torture, or cruelty for shock value

Scary moments

Spooky atmosphere, mysteries, and fantasy monsters with a clear way out

Body horror, gore, or sustained terror with no relief

Friendship and romance

Crushes, close friendships, and stories that model consent and respect

Any sexual content, and anything that sexualizes a child

Loss and grief

Saying goodbye, honoring a memory, and healing after a loss

Graphic death or trauma with no path to recovery

Hard choices and betrayal

Real dilemmas, broken trust, and the work of repairing it

Manipulative or cruel betrayal with no resolution

Disasters and survival

Rescue, preparedness, teamwork, and rebuilding

Hopeless devastation or graphic harm to victims

Family and change

Honest emotions, supportive change, and conflict that adults own

Stories that blame children for adult problems or frame abandonment cruelly

Community and current events

Fairness, civics, and respectful disagreement

Partisan propaganda, hate speech, or extremist messaging

Risky choices

Consequences, refusal skills, recovery, and help-seeking

Glamorized, stylish, or instructional substance use

Identity and belonging

Respectful representation, inclusion, and a sense of belonging

Mockery, deadnaming, or forcing assumptions onto a player



How content changes with age

A story that is exciting for a sixteen-year-old will likely be too much for a nine-year-old, so DMs adjust tone, intensity, and how long a difficult moment lasts based on the age band at the table.

Age band

What games tend to feel like

What guardians can expect

9 to 10

Concrete and reassuring, with light challenges and clear, positive outcomes

Strong emphasis on teamwork, safety, and comfort

11 to 12

Problem solving and early moral questions, with mild tension

Emotional safety kept front and center

13 to 14

Identity exploration and ethical dilemmas, with nuanced motives

Heavier themes handled with reflection and debriefing

15 to 16

Abstract and ethical reasoning, including weightier subjects

Intensity balanced with hope and recovery

17+

Complex systems and real consequences

Heavy themes only with clear consent and ongoing support


How DMs manage content in the moment

DMs do not just pick the right story ahead of time. They stay attentive to how players are actually doing while they play, using a simple before, during, and after approach.

Before a game, they preview the emotional tone of a story and set expectations. Many use tools like lines and veils, which let the table agree in advance on topics that are off limits (lines) and topics that can happen but stay off-screen (veils).

During a game, they read players in real time. Laughter, questions, and engagement usually mean the content is landing well. Going quiet, looking away, or pulling back can signal that a scene feels too intense, and a DM can pause, soften, or redirect the moment right then.

After a game, they help players reflect with gentle questions like what felt fun, what felt uncomfortable, and what they would like more or less of next time. This is where a lot of the real learning and reassurance happens.


The commitment behind every game

When a DM joins Young Heroes, they agree to more than a set of rules. They accept a standard of conduct for working with young players, sometimes called a morality clause, that runs through our Terms of Service, our Code of Conduct, and the addendum that applies to DMs running games for children. In plain terms, it means every DM commits to keeping content age-appropriate, to protecting the emotional and physical safety of the players at their table, and to upholding the standards described in this policy.

That commitment is not just a promise. Young Heroes reviews concerns and reports, and we can pause, restrict, or remove a DM who does not meet these standards. Keeping this space safe for your Young Hero is a responsibility we share with the adults running the games, and we hold that line.


If you have a concern

You are always part of your Young Hero's experience, and raising a concern is welcome at any point. Nothing here is a test that a game has to pass on its own. If something feels off to you, that is reason enough to speak up.

As a guardian, you can:

  • Ask a DM about the tone and content of a game before it begins.

  • Stay nearby or check in during a session, and talk with your Young Hero afterward about how it felt.

  • Raise a concern directly with the DM, who can adjust content, pacing, and boundaries.

  • Report a concern to Young Heroes at any time through [SAFETY REPORTING LINK / SUPPORT CONTACT]. Our team reviews every report, and more serious issues are prioritized and escalated accordingly.

DMs are expected to:

  • Use in game tools such as lines, veils, pausing, and redirecting to keep content within bounds as a session unfolds.

  • Listen when a guardian or a player raises a concern, and adjust without making anyone feel singled out.

  • Report anything that raises a safety concern through [SAFETY REPORTING CHANNEL], in line with the Code of Conduct and their reporting obligations when working with minors.

You never need to know the exact category of a problem to say something. If you are unsure whether something is worth reporting, report it. We would always rather hear from you.


Working together

No policy replaces the trust between you, your Young Hero, and the DM running their game. Think of this as the shared understanding underneath that trust. We build the standards, train and hold our DMs to them, and give you clear ways to be heard. Your job is the easy and important part: know your Young Hero, ask about their games, and tell us when something matters. Together that keeps Young Heroes a place where young players can be brave, curious, and safe at the same time.

Resources and Research

Links here to PDF content guides Hunter made

List of all research cited by Lee

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