Part 1: Layout Style
This post is the second in a series about increasing accessibility with game design for those with dyslexia. Today, I want to focus on how writing style can make it easier (or harder) for someone with dyslexia to process information. This topic has many layers, so I will break it into multiple posts.
Understanding Dyslexia: How Are Our Brains Different?
People often view dyslexia through the lens of the symptoms: difficulty reading and speaking.
To write in a dyslexia-friendly fashion, however, I think it's important to understand the root cause of these symptoms. That knowledge gives us more flexibility to adapt our writing styles around the core difficulty, rather than try and memorize a list of tips. Luckily, advances in brain imaging and neuroscience can help us understand the root causes better than ever before.
Part 2: Writing Style
There are several barriers to accessibility in tabletop roleplaying games, from financial, to international shipping, to variable willingness to offer digital PDFs, to reading disabilities. I want to start by focusing on the last one: trying to learn and play TTRPGs with a reading disability.
As someone with dyslexia—who is also frequently the GM and enjoys trying a wide variety of new games—in general, TTRPGs do very little to help those with a reading disability. (I'll be upfront and admit that so far, Karma in the Dark, falls into many of the same traps as other games that I'm going to criticize.)
There are several ways to address reading disabilities: how text is laid out, how text is actually written, and having non-print alternatives to learning rules. I'm going to touch on all of those areas in my blog posts—and own process for improving Karma in the Dark's accessibility—but today I want to start with layout.
This post is the second in a series acknowledging key influences on the development of Karma in the Dark. As part of my design post mortem, I want to highlight and acknowledge different (often unknown) contributions to the process.
I have a long list of people to highlight in my gratitude posts. My mom belonged to the first Army ROTC class that allowed women, so on this Veteran's Day weekend, it seems appropriate to highlight her. Karma in the Dark would not exist without my mom's support and model.
I am incredibly grateful for my mom. When I was young, she introduced the game "Hero Quest" to our family and took on the Dungeon Master role as Zargon. We bonded as a family by exploring the various campaigns, fighting our way through hordes of monsters. My mom made sure to buy the extra female figures, so I could play a bad-ass female barbarian killing skeletons. I think that was one of my earliest, if not very first, experiences with a RPG game. Her support continued throughout my childhood, as my brothers and I tried out TTRPGs like Shadowrun, Middle Earth, and Star Wars. She encouraged my brothers and I to spend time roleplaying. Even at our nerdiest (writing a newsletter about the escapades of our stuffed animals in our Star Trek equivalent "Anifleet"), she listened, read, and encouraged. She doesn't play TTRPGS, but she read multiple versions of Karma in the Dark, often within in days of being sent the file; she was the first person to offer editing feedback on the last version.
She continues to support gaming as a family experience. During holidays, we split our time between cooking food and playing games. Last Christmas when she came to visit, I wanted to try out the This War of Mine board game. Despite its complexity and dark theme, she agreed. We ended up playing almost every day of her visit, including most of Christmas Day. There were presents, and food, and then hours of us desperately trying to keep our shelter people alive throughout the war. And yes, we had to read the stories and make decisions based on roleplay...because that's the kind of players we are. The mechanics of that game ended up crystallizing several design struggles within my current draft of Karma, and provided the final pieces I needed to finish version 3.
This post is the first in a series acknowledging key influences on the development of Karma in the Dark. As part of my design post mortem, I want to highlight and acknowledge different (often unknown) contributions to the process.
It was the fall of 2015 and I was exchanging emails with Brie Sheldon about Native American representation in the Shadowrun: Anarchy game. They had sent me interview questions for a feature on their blog. I responded to some questions and sent them back. The last question or two, I had sitting in my Wordpad window, open, for weeks.
I never finished the answer and I never replied to that last email.
This is part 3 of 3 about safety tools in tabletop RPGs and why I chose to make Brie Beau Sheldon's Script Change Tool a core mechanic in Karma in the Dark.
In this post, I explain why I didn't choose some common safety tools. This is not to say those tools are fundamentally "bad" or "wrong", they simply didn't provide what I needed for my game.
This is part 2 of 3 in a series about safety tools in TTRPG's and why I chose to make Brie Beau Sheldon's Script Change Tool a core mechanic in Karma in the Dark.
Part 2: Why Karma in the Dark Needed Safety Tools
I was playing a D&D game at a con, and the GM told me I woke up in my inn room to the realization that a stranger, a man, was sneaking across the pitch-black room towards my bed. A beat later, the GM explained that he belonged to the same secret guild as my pre-made character.
In the space of that beat? I was a female player, with a female character, in a group of all men, with the image of being woken up to a dark room with a strange man moving close.
I honestly don't think the GM meant to push the "fear of sexual assault" button. It just didn't occur to him.
In the latest version of Karma in the Dark, I decided to add a "safety tool" to the core rulebook. After a little thought, I decided to put it first in the chapter called "core concepts." Part of me worried about leading with a mechanic that is controversial in some gaming circles, but upon reflection, this mechanic is probably the most foundational and important in the book. I want players to see it that way. If the idea of such a tool turns them off, I prefer that reaction to someone using my game in a way that traumatizes another person.
This topic has a lot of layers. In a series of three posts, I want to talk about the concept of safety tools, why one is required for Karma, and why I chose Brie Sheldon's "script change tool" out of all the possible options.
Part One: Why Safety Tools
Objection 1: Nothing during gaming is "unsafe", so why do you need a safety tool?
This is a common objection. I rarely like to pull my doctor card, but I've been working in trauma for more than a decade and specialize in treating trauma. So you can bet I have Thoughts on this subject.
I'm writing this design post mortem after being up all night writing and editing, so it might not be the most coherent thing ever. I am sure it is full of typos.
But I feel like I need to process the labor of the past nine months before I sleep. Or more accurately, walk my dog, feed the animals, and then sleep.
I Feel Proud
That is a weird statement to make about a creative project of mine. I know there's a 100% chance in the future I will see all of the flaws and unfinished work. But right now I feel like this version of the game represents a huge step forward. I feel like the biggest improvements fall into 4 categories:
I realized I needed a mental break from Karma when the very mention of anything cyberpunk made me recoil. It's probably a decent idea to step away for a week or two so I can come back with fresh perspective.
That break has let me return to my slap-together pirate hack Corsairs. It was a pleasant surprise to go back to something I made months ago and have my first reaction be, "Wow, I want to play this," rather than my usual editor-brain critique fest.
I intended to put together a world creation system similar to Karma, but my mind went blank every time I sat to write down some world creation prompts. Next I turned to my old favorite system of random-generator charts, to see if I could hack a Star Without Number like system together for world generation.
It's important to note that:
What is gaming addiction? Is this a psychiatric diagnosis now?
I'm known for going on tangents. The only consistent thing in my life is that I spend most of it creating things: novels, games, graphics. I love taking apart how art and games work, then reconstructing my own version from the pieces. I'm also enough of a layout perfectionist to adore eraser shields.