@Pyrephox
I have seen other games use a ‘social contract’ (credit given to this blog post for the details) and I think having policies presented this way is much more productive than just saying “this is the way it is IC”.
The social contract approach tells me if a theme’s elements I find potentially problematic are there to be engaged with in a compelling way, to examine a particular theme, or if I’m expected to swallow it straight-up because that behavior is just part of the world that staff wants to live in. Given that there are a list of potentially problematic human behaviors that used to be (and in some communities still are) normalized, this is an important distinction for players to have.
Without this context, I don’t know what “engaging with the setting in good faith” looks like, and I don’t know whether to be squicked IC or OOC.