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Accessibility plays an important role in the TTRPG and creator communities, and is more often than not, neglected to the point of ostracizing or barring individuals from participation. Goblin Forge believes that improving the accessibility of TTRPG content is critical for creating the TTRPG community that we want to exist in. We are dedicated in making marked efforts to learn, grow, and foster increased accessibility throughout all of our projects. Here, we will share our thoughts on the topic and tools we have found helpful as we have created TTRPG content so far. We are definitely not the experts, but would love for this space to mature as we learn and are equipped with more tools.
Accessibility is more than just making content for physical disability. It is an attitude and commitment to making spaces and content safe, supportive, and welcoming. For Goblin Forge and our experience with TTRPGs, this includes, but is not limited to:
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The Digital RPG Consent Checklist was created for the TTRPG Safety Toolkit and is adapted from the RPG Consent Checklist that appears in the Consent in Gaming supplement by Sean K. Reynolds and Shanna Germain, published by Monte Cook Games. It allows players to set boundaries at the beginning of a TTRPG engagement. We have created our own adaptation for Squeeeee!!! to focus on trauma informed table consents.
Creating a structure upfront that allows players to provide the game facilitator feedback anonymously can foster a supportive environment that is mindful of barriers to communicating conflict. This trauma informed approach is one way you can reduce the burden of conflict averse players communicating their needs.
Lines and Veils was created by Ron Edwards, that establishes taboo subjects. “Lines” are content that they want to exclude from the plot completely. “Veils” are topics which should only be part of the story in a softened, mitigated form. It helps to offer the players a few common suggestions
When giving out a Content Warning, you signal to your players before the start of the game that potentially critical topics will be in your story. This is especially helpful when putting content out publicly or finding players for a predetermined table. In this way, only players sign up to your game who are comfortable with the content of your story.
During a Tone Conversation, you tell your players which atmosphere you want to achieve in your game. Examples are creepy, sad, dreamy, or lighthearted. Clarifying this upfront helps to have everyone work toward the same mood in the scenario.
C.A.T.S. is a safety tool by Patrick O’Leary which lets you provide a rough summary of the content and themes of your session to your players. It includes these four steps: 1. Concept, 2. Aim, 3. Tone, 4. Subject Matter.
Having an Open Door Policy means that players that they can leave your game session at any time, no questions asked. Setting this policy ahead of time and reiterating as needed can help alleviate the negative connotations of leaving a table. By using the Open Door Policy you establish to your players that you don’t take it personally if someone leaves your game.
There are many versions of this system, such as the 'X' , the 'X,N,O', or the 'Stoplight' card system. We've adapted this to best meet our needs and make real-time barrier setting comprehensive yet succinct. We use Green for 'Go', Red for 'Stop', Yellow for 'Slow Down', and Black for 'Fade'. Below you can find our version of the card that uses colors and text to clearly define each card. If someone taps a 'RED' card during play or holds it up toward the GM, this signals that the content of the current scene is too much for them. The group should then quickly end this scene or switch the topic to something else. In case the offending content is not obvious, it’s okay to ask the player to clarify. It is important to note that the player raising the Red-Card is not meant to explain or justify their reasons for doing so. This “no questions asked” policy should encourage players to use the Red-Card whenever they feel uncomfortable with a certain topic.
A Script Change was created by by Beau Jágr Sheldon. It uses a labeled card on the table with three symbols: pause, rewind, and fast forward. These symbols are meant as an invitation for players to alter the current scene in the story thus “changing the script.” A pause allows players to ask questions. Rewind enables players to go back in time and adjust what had happened. Fast forward lets players quickly finish the current scene or skip to the next one. This is useful in case you want to avoid a critical topic or if the players want to skip a part of the plot that is boring for them. Contrary to the X-Card, a discussion is welcome and also necessary for using the Script Change. Everyone at the table must consent to the changes.
Regular check-ins with players at their table in a format they are comfortable with can help prevent a frustration or challenge from becoming a larger issue. It can also help foster a stronger relationship and deeper connection. Check-ins are a great opportunity to touch base about character arcs as well as more individualized feedback on gameplay. During sessions, you can call a break to check-in with someone based on their mood signals or body language.
Debriefs are typically group reflections about gameplay conducted at the end of the session. They are a great opportunity to discuss heavy topics addressed in role-play, provide feedback for future sessions, and process the events that took place so that they don't build up or bleed into out lives outside of the table.
Roses and Thorns is a safety tool for getting feedback after the game. You simply ask your players these two questions: 1) Which part of the game did you like the most? 2) Which part of the game would you have done differently, if you could? The trick here is not to ask your players how they liked the game in general. As an alternative to Roses and Thorns, there’s also “Stars and Wishes” by Lu Quade. This tool switches the criticism (thorns) with expectations for future gaming sessions (wishes).
Creating an accessible space means incorporating representation in your content, writing, and story-telling. This can feel overwhelming for many game facilitators and is a lot of responsibility, but can easily be accomplished through rather little effort. By using random roll tables, we can compensate for the innate tendency to apply a 'default identity' to all of our characters. Some effort should also be placed on learning how to describe people of different physical characteristics. However, it's important to note that representation differs from appropriation. Often, creators will attempt to create representation by incorporating their own interpretation of the identity's experience. This has a tendency to land in the realm of appropriation where we as creators lack the appropriate understanding of that experience to make it authentic. So, our recommendation is to avoid portraying experiences and stick to just establishing the existence of a diverse population within your world. If done correctly, the supportive environment created should provide a platform for people of diverse identities to share their own experiences in their authenticity.
Transcription software lowers the bar for entry to provide transcripts for your audience when producing audio-based content. Goblin Forge has utilized AI software like Descript and Otter.ai to accomplish this, but will note that varying levels of human interference is needed to produce quality transcripts. Otter.ai has a voice recognition learning feature that can have some difficulty with character voices. Additionally, these options tend to perform best when provided audio files free of music or sound effects. Lastly, the better performing options are not free, but there are many free options that will at least assist in providing a greater level of accessibility with your content.
There are many options for Live Captions as well. These don't tend to perform as well as transcription software that processes audio files, but can at least provide assistance during live streams. Goblin Forge uses Pixel Chat's Live Caption feature for our Twitch streams.
It's important to note that hearing and audio processing is a spectrum. Not all people who are deaf need or even prefer transcripts. Additionally some people with audio-processing difficulties can still listen to audio content, but find it easier when absent of excessive audio-stimuli. Removing music and sound effects from the core audio layer and providing varied options is a great way to improve the accessibility of audio-based content.
Even when creating multi-media content, it's important to note that not everyone can or preferers to see the visual component. Not only displaying, but describing the visual in audio or text format will assist your audience in engaging with the content you create. Make sure to describe everything from a multi-sensory experience, starting with the most critical pieces for decision-making which also just great ttrpg story-telling advice. A great test of this is to remove maps altogether and try to keep combat organized!
Screen-readers have made great advancements over the years, but we still need to think about how they interact with page design and especially images. Don't forget to add alternate text when you upload an image!!!! (Yes, this is extra work, but it's absolutely worth it when you can help make your platform and content accessible)
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