For multiplayer or competitive contexts, trainers are corrosive: they unbalance play, harm other players’ experiences, and undermine economies. In single-player contexts, however, trainers can be seen as extensions of the player’s agency, akin to difficulty sliders, New Game+ modifiers, or modded content that remixes the experience. Designers who recognize these desires sometimes respond by adding official “creative” modes or sandbox tools to satisfy the urge trainers address. Trainers sit in a gray zone legally and ethically. They frequently violate a game’s terms of service and can trigger anti-cheat systems, risking bans. Distributing trainers that alter online-game behavior can expose authors and users to legal risk, particularly when they enable exploitation of services or economies. Additionally, downloading and running executable trainers from third-party sites carries significant security risk: malicious binaries can include malware, coin-miners, or credential stealers. Community trust matters; reputation (e.g., a known trainer author like FLiNG) reduces but does not eliminate risk.