30.7.22

Disability & TTRPG's @ EF Funeral Camp

looking back at the Exalted Funeral convention a week or so ago, one of the highlights was the open discussion about disability in TTRPGs. A couple folks stopped by and the conversation was wide-ranging and dug deep.

One question was: what does disability even mean in a fantasy or fantastic setting? Many people would describe a lack of accessibility as a hallmark of a disability, whether the accessibility is to social status, physical space, wealth etc. So, we know that the definition of a disability can shift from culture to culture and from period of history to period of history. I also know that I identify my disability as such generally in the context of not being able to access something other folks are able to access. What constitutes a disability in a particular setting? What constitutes accessibility in that setting?

We also dug into the large amount of creative work done around disability and TTRPGs in the last few years, from super wheelchairs to entire kickstarted volumes of tables and conditions of disability. My main impression is that many of these are taking contemporary, North America and/or Western European ideas about disability and transposing them on fantasy worlds. The consensus deemed to be that, while these are good steps,we can be more creative.

Finally, we talked a lot about our own experiences entering into non-disabled gaming spaces, and then dug into the accessibility, or lack thereof, for us as gamers in particular settings. Related to this were particular problems and particular solutions that we, or others, could bring to bear to make various gaming spaces more welcoming and accessible. The explosion of virtual play over the last few years has, in many ways, really expanded accessibility, and we wondered how these varied interfaces with gaming might evolve going forward, and what that might mean for folks with disabilities.

24.7.22

Crafting Agency

Now that both CraftWork and FaeCraft are out, I want to outline or explore what they mean to me as a set, as a pair. A critical analysis of role-playing in general allows for the premise of 'radical agency' to be part of a role-playing, or the role-playing, experience. That is, role-playing allows an individual to conceive of and take actions that would otherwise be inaccessible or impossible for them to take in their reality. This is one thing that makes role-playing games, at their best, so good at creating community and supporting personal and emotional growth.
Exploding the possibilities for character creation and growth was the main impetus behind developing the two volumes. A second motivation was to make this procedural, so that unexpected, rather than preconceived, character development can be possible. Between the two, a player is not locked in to any particular path.
At the same time, the mechanical advantage of having a skill is not so great that it precludes a player from trying anything (using 10 levels, it tops out at +4 or 20%). The character sheet contains flavors, not solutions or answers.
I don't know how many permutations there are in the two books combined, but there are a lot! Character development is a meandering path, and using the tables as a way to prompt, but not dictate, imagination is perhaps the most fun way to use the two. If you have use them, let me know what you came up with!