26.4.24

Liberating Design Constraints

I was listening to a Third Floor interview with Cezar Capacle (#211) and they were talking eloquently about designing within the constraints of the systems they lived in and the constraints of the users, and the way they phrased it really resonated. The limitations of the production are just another design constraint. 
That got me really thinking about my disability as a design constraint rather than a pain in the ass limitation. Obviously my blindness puts limits on what I can do, but reframing it as a design constraint means that I think about it in the way I think about a wide variety of other design considerations, and not as an impediment. 

While I am still operating in highly visual media, one without much thought towards accessibility, I can compartmentalize those, in a way, so that my frustration is not grabbing the wheel of the design, nor is it a roadblock. My frustration can be separate, and the design can just be the design, with a set of constraints, like any work.
I realized after I wrote the above, that it is seeing disability as a feature, not a bug.

Sky and Steam Miscellany is Live!

The holdup was mostly a confidence issue, with a large dose of logistical shenanigans and waffling. I started off thinking I was going to sell physical copies online and ship them, but then realized this was probably more ambitious than it needed to be. So I stopped working on the Shopify site and switched to just PDF sales and zine exchange with interested folks. I did make one such exchange this first week! Hooray! I hope there will be many more to follow. 
At any rate, it is all happening over on dodocahedrongames.itch.io

6.4.24

Do The Eyes Have It?

We are all getting very used to high levels of capability and output in visual and information design in ttrpgs. Graphic design suites, even those that are free, enable large groups of people to produce things, books, pictures, cards, and other game ephemera that are, by all reports, gorgeous. Doing it really well is still hard, but doing it medium well seems easier.

Most of those tools are inaccessible to me, as are the products. There is a huge focus on art and art assets in game production, a similarly large value placed on graphic design, information design, and the user experience from a visual perspective. There is nothing wrong with this!

What I am bumping up against is the perhaps false idol of producing objects that fall into the high value categories in this space. I can produce good writing, interesting ideas, new takes, etc. Is that enough, I ask myself? Don't I need all the art, the design, the visual appeal? I'm not sure.

Hand in hand with this is the creative urge to produce pieces myself. Working with a designer or artist on corners of projects is fun, and I deeply appreciate the folks I work with, however, there is a part of my brain that questions why I would want to include elements or processes I cannot fully partake of myself. 

My solution at this point anyway is to try to produce what objects I can with what abilities I have. That pushes me into interesting territory, as the solutions I arrive at may not translate into a popular modes. I am playing to see what happens.

29.2.24

Odd Skills

After the last session of a Season of the game I run at my FLGS I asked the group about system preferences. We have played fantasy using Knave, then Mausritter, back to Knave, and then ITO in my steampunk hack Sky and Steam Miscellany. Bouncing genres and systems.
The answers were mixed. They generally like a roll to hit (aiming high!), stat saves, diegetic and non mechanical skill descriptions, leveling,and story over systems. Oh, and firearms. It was good feedback! 
So, I had already decided the next Season was Corny GrĂ³n, and it seems like the ITO chassis is a good fit. I thought that Craftwork framework would be a good fit as it has the skill system built in as well as levels. What tweaks seem appropriate?
One - Levels as Bonus in Combat 
Since we typically get through a handful of levels, it seems like we can eliminate proficiency and just use levels as the bonus number for a roll to hit in combat. Level two with a skill in riflery? +2! Target number is opponents dexterity. Roll high. The rest of combat, damage etc is per ITO. Done. 

Two - Other Skills
These will mostly be handled diegetically. If you have the skill in lock picking, then you are picking the locks. If a skill seems appropriate then give a bonus to a stat for a save. Otherwise saves are as ITO.

Three - Craftwork & CG
As in Salt Palace, I'll pick six crafts to match the CG backgrounds and adjust some skills to fit. The beauty of Craftwork is that it is super fast to adjust and very flexible.

Anything I am forgetting?

23.7.23

Moments of Creation

I ran A Fistful of Feathers by Martin Orchard for some friends last night, party of two, using Cairn, at our FLGS. It's nice because they have a private room in the back, with a big window so you still feel part of things. There were a couple moments that made me think about co-creation.
So your background is Outlaw, so let's assume you've been in Ganderfall village before, maybe to ...
Fence some goods?
Sure, maybe at the bar or tavern?
Well, I'll head there first. I go in and see if Betsy's around, she's who I usually talk to. And I need coffee before I do anything.
Betsy is there and welcomes you warmly, telling you the coffee is on its way.

There was a lot going on in this exchange. The player had just rolled up the character moments before, I read the brief intro from the zine, and the two players decided that they'd met on the road and had been traveling together for a day or two. So they knew each other, kind of. 
From that one word, Outlaw, the two of us, in a few words, established the relationship between the player character and the town. Deconstructing it, we were building on our common understanding of Outlaw, probably someone who ranges over a large territory, familiar with the outdoors, steals things and needs to get rid of them for cash. All of that was rapidly established.
We quickly reached in to our bag of fantasy tropes and pulled out a tavern as the spot to sell things. The player takes the initiative here and creates an NPC with a name, Betsy, and establishes the nature of the relationship with the NPC by throwing in that the tavern will have coffee and that Betsy is close enough to the player character to provide coffee at such an early hour.
The whole exchange took under 30 seconds, no dice were rolled, and there was unspoken trust that by quickly building on our ideas of the situation, we could establish a base for the adventure to proceed.
Player 2, a Cleric who rolled a lot of cooking gear, decided that they drink mushroom tea, not coffee. I think this came from their clothing roll, which was 'foreign', and it was their first choice of an odd habit to adopt. Over the course of the next two and a half hours, the mushroom tea resurfaced multiple times, with the cleric offering it to the first player, again, to their new friend Betsy, and then to a group of fairies they randomly encountered. By that point, the taste of mushroom tea had become something of a joke, as I had rolled poorly for Betsy and for the fairies in terms of their reaction to the offering. 
The centrality in the emergent narrative of the mushroom tea was inarguable. It came up in numerous conversations, and even when the pair ran out of food, became deprived, and then began taking on fatigue, player one still refused to drink the tea.

Together, the two anecdotes, or vignettes, spoke a great deal to me about trust, the endurance of improvisational moments, and the cascade of ideas that can come from single word prompts. When we play again, and if we use the same characters, I have no doubt that both Betsy and the mushroom tea will play a role. Betsy has a place in the world now, a relationship, and the mushroom tea is something that the cleric will continue to proffer as they adventure further.

15.7.23

ENNIE or Outie?

It's an ENNIE!
*****
For Faecraft!

2023 judges circle winners were announced along with the nominees in the various categories. Fake craft was one of five selected by the judges for an award!
Needless to say, I was very surprised and very delighted to see my wee zine bubbling up into the firmament of RPG accolades. Creating Craftwork and Faecraft was, in many ways, and act of appreciation for my players and the tables we share. Their lives and their stories wanted a mechanism to ease the telling, and so I slowly picked apart and put together a flexible system big enough for all of their tales. In some ways,  Craftwork is a how to book and Faecraft is the 'what if' or 'can I'. The answer is almost always 'yes', you can be that being you envision.
Thank you!

28.12.22

odd Robots

For several decades I have been fascinated with games that directly reflect their constituent physical parts. How can mechanics and rules, systems, coexist cozily with how pieces and how can the pieces be part of the system? This started with a Lego based game and now I am noodling around with a Cairn/Mausritter variant: modular robots. This quixotic task, or at least the recent iteration, started a week or so ago.
I bought Micro Circuits, and it wasn't what I imagined it to be. Seems much more like human-in-robot-costume kind of game, which is not a bad thing, just not as deep a dive as I was looking for. What I think I was imagining was a system where the nature of being a robot allowed the characters to mechanically take on features and items from other robots or from the environment. In other words I was looking for a system where the nature of the subject matter reinforced or incorporated the mechanics, that there was synergy between the two. That was not the case, so I started working on...
C.A.I.R.N. is my operating name here... Cellular
Automatic
Independent
Regenerating
Nodes 
Still figuring out the acronym! But I think I have a nice core concept, where everything, even the individual core stats, are a modular part of the robot, and can be reconfigured.

20.12.22

Salt Palace Update

Season 4 just ended with a bit of a whimper, primarily due to illness on my part. However, that didn't mean sessions were any less exciting!
The parties solved the big mystery of the levitating beam of light, identifying it as a manifestation of an intelligent white gem, the soul of a dwarvish sorcerer. At war with the undead West of the great canyon , the sorcerer has promised assistance if adventurers clear out the skeletons and shadows. 
They also learned that the Salt Palace lies to the west, wyrms lurk in that path, and that spells can be sentient, mobile, and deadly. Then, the last session a determined party pushed South, unveiling a massive underground cliff face, surmounted by a crumbling stone wall. Is it the Palace itself? The other great tower? Something else altogether?
Tune in next season and let me know if you want to jump in!



13.12.22

My DM 'Kit' 2.0

Criteria
Visibility or At Hand
Will I notice or be able to find this tool, either in a rare moment of visual perception or by feel?

Containment
Does the tool move; if so, how is it corraled for #1 to happen?

Session Specifics
Does the tool inform or support what might happen in the session? Notes, continuity, secrets & story are woven together here.

Tools  
In front of me 
Dice tray (or Mat)
Mat (may be on its way out?)
Creature cards
Card stand
Record or note sheet
Journal with single spread of session prep 
Map (usually cards)
Pen
Wooden timers (trying these out)
Dice (20, 12, 2d10, 8, 4d6)

At hand
Rule book
'Maze Rats' (usually)
Campaign records
Special Dice (Emotion, Direction, Body part)
Blank note cards
Any system specific aids (eg  Mausritter item cards)

27.11.22

The Bard Shudders!

Old Willy Shakespeare needs to stand back, step out, and definitely roll over, as Awake Your Dormouse Valor is out and up! Volume one, MiceBeth, and volume two, The Winter's Tail, are available on Itch.
Both of these fine pieces of work were done almost entirely by me, using the tools accessible to me. While they are not typically produced Zines; all the parts are there, but they are art light.
Follow the mouse tracks........

https://dodocahedrongames.itch.io/


22.11.22

The Plume is Up!

It is up on itch, and I gesture to the right, where there should be a link to the itch page, But if there isn't, here is a link directly to the game.
https://dodocahedrongames.itch.io/theplume

15.11.22

Creating Independence

For several years now most of my publishing efforts have been happily collaborative, laid out and designed by graphic designers, in partnership, and with great results! This summer though, I became interested-inspired-motivated to do as much of the design process as I could with accessible tools.

One of the issues for me is the complex layering of menus, options, and tools in the more popular layout products, whether web-based or not, free or for a cost. I am not as conversant as I would like to be with JAWS or other text to voice interfaces and their facility in addressing what is essentially a visual medium, lay out and design, is arguably not so good.

One other issue is independence. A core tenet of the independent living movement and disability rights is acknowledging interdependence and jettisoning an uninterrogated dependence. Making my own decisions and following through on the consequences is pivotal, even with the support of other people, technology, medical devices etc. Making decisions about support on a project by project basis increases my independence.

In practice, or in my practice, right now, what this means is that I'm using Google docs to write, lay out, and convert games for publication, whether printed, distributed as PDFs, or put out as EDocs. In terms of support, I found a template and font hierarchy that fit the project and adjusted it with the support of a designer. The questions and feedback I got from them generally had to do with visual questions around color, spacing, and the interplay of visual elements, all of which are currently difficult or impossible for me to navigate. One temptation was to share the document and allow another person to make those changes or adjustments. That would make things easier, but could I do it myself? The answer was generally yes, or to find a workaround that allowed me the level of Independence I desired.

For these particular projects, mini campaigns for Mausritter, It also meant making some design decisions, especially around art. The theme of the project, or projects as it turned out, happily, lent itself to a low level of need for art, except on the item cards, which I may write about later. The process allowed me to use dictation and my phone as the primary tool, and a laptop for some of the points where the mobile interface did not suffice. It has been a grand experiment and I feel like it is pushing me in directions I might not have otherwise tackled!

6.11.22

Noguchi Museum: Deep Accessibility

In Queens the other week and my oldest arranged a tour of the Noguchi Museum for us and my nephews. A wonderful guide, deeply knowledgeable, gave us all plastic gloves and we explored four pieces over an hour+. Remarkable, intimate, and personal, it was a master class in accessibility and inclusive design. What made it work?

Preparation: They knew their topic, inside and out -history, context, site - and were not hesitant to identify and share their own perspective.

Including everyone: Though it was my disability, the whole quartet was invited in. We all did it together.

Providing tools: The gloves, instructions, points to look at. More than enough.

Digging deep: Time to explore, question, and really appreciate each piece. Four sculptures felt so full, complete. We all felt like we didn't need more.

Checking understanding: 'Anything else?' 'Did I miss anything?' 'What do you notice?' Many opportunities to check in, ask questions, find another entry point, and offer our own thoughts.


4.10.22

Mausritter & Accessibility For the Win!

Starting to think that Mausritter, in a physical sense, is a solid step in an accessibile direction. Specifically the item tokens and low vision. I can feel when my backpack and paws are full. Combined with the low number of numbers, not specific to Mausritter, there is not a lot to manage between my fingers and my memory. If I could read braille, the items could be easily modified.

27.8.22

CraftWork Character 7 Day Challenge V

One more for the crew queue!

Overview
A human, born into a merchant family or clan, then forced to settle down In a small town as the result of a holy war. It is probably real, as they became a bridge and road builder, and they likely spent by themselves out of doors They are 29 years old, have 15 hit points, have proficiency 3, may cast three spells, have 13 coin, and are 10 ft tall.

Skills
Nature 
Martial Melee weapons, one-handed
Pole arms
Head butt 
Improvised weapons
Defensive stance
Tailing/follow

Abilities
Brawling: advantage on grapple and shove, light armor only
Animal companion: a fox that can phase in and out of the world

Stuff
A spell book with two spells (Excruciating Torrent & Deafening Cascade)
Light armor
A long iron bar 
A large sledgehammer 
A magic drill and bits

Notes: with one level of giant, two of war and one of mage craft, this character is an interesting mix. I tend to roll three spells for a starting spell book, using Maze Rats, and one of them was a phasing servant. Given that they have an animal companion, I thought that making that creature phasing would be cool. Given that they work with stone and water, the two spells should be evocative of those two elements, perhaps they are both psychic effects, deafening and tormenting the target.

17.8.22

CraftWork Character 7 Day Challenge IV

Well, I never really said which 7 days they were! Onward!

Character Quarto
A human who grew up helping their family run an inn in a small town, learning about herbs and plants, possibly from a kindly relative. Business soured and the family moved back to a village near the water, where they worked at a mill and spent some time as a ship builder and cooper. Probably in this village they began a fascination with dreamwork. They have 20 HP, 10 coin, and they are 26 years old with proficiency 3.

Skills
Find healing/useful plants 
Shipbuilding
Cooper 
Wood carving
Parry 
Slieght of hand/ hide item

Abilities 
Alter memory 
Dreamwalking 
Make Whispersledge 
Make Dream net

Stuff
Woodworking tools
10 ft of chain 
Pot of glue 
Spyglass 
Magical herbs that evoke dreams 
Whispersledge 
Dream net

Notes: This one was curious as I kept rolling skills rather than anything much to do with DreamCraft. They sort of have the minimum, so I imagine they are a bit of a dilettante, or maybe they are very focused on dream walking. Maybe obsessed? And why the Alter Memory; maybe they have a story they want to hide in the village? They would make an excellent NPC for a seaside or boat situation.











9.8.22

CraftWork Character 7 Day Challenge III

Onward!

#3
This elf grew up in a wig making shop, but the business did not survive the Great Purge. They left to become a farmer of herbs, then acquired levels of Warcraft and Skincraft. They are 22 years old and have 19 hit points, proficiency 2, and no money.

Skills
History 
Improvised weapons
Head butt 
Long, short, and crossbow 
Aided climbing 
Persuasion 
 
Abilities etc
Elemental weapons (Water) increases damage, other effects 
Archery 
Great leaps and bounds (unusual distances and height)

Skincraft 
Panther 
Shape change is precipitated by happiness
Fears rods, poles etc

Stuff
50 ft of rope 
10 ft of chain 
Longbow 
Lantern 
Tinderbox 
Drill 
Fake jewels

Notes: This is the first character in this series that crosses into FaeCraft. It is the third character that has been touched by the Great Purge, which obviously had a deleterious effect on this group of people! None of the possessions came up as magical, and the change agent for the lycanthropy was generated by asking Google for a random emotional state. I found it cool that the elemental weapon rolled up as water, which is not a typical weapon feature. It raises all sorts of interesting questions about what water arrows would do.

















8.8.22

CraftWork Character 7 Day Challenge II

Creation continues ...

#2
This character is a 29-year-old human with eight coin, 32 hit points, -1 charisma and +1 dexterity. They spend time in War, Wild, and Soulcraft.

They started life as a simple villager, a miller, and then became a hunter in a nearby forest after being scarred by politics. They serve the Oak Mother as a holy officiant.

Skills
Proficiency 3
Jewelry tools 
Improvised weapons 
Navigation tools
Pole arm 
Two weapon fighting 
Heavy armor
Hide item 
 
Abilities etc 
Devotion 5
Favored terrain is forest 
Their preferred prey is forest herbivores
Holy Power,: Shield of Wood, Copse Guardian 
Miracle: Growth

Stuff
Five skins
Pole arm 
Navigation tools
Jewelry tools 
Pulleys 
Mirror 
Horn
Grease
Magic Helm; Birch Skin

Notes: This was interesting, as there is definitely a forest theme building up from the first character and both of them perhaps entering the forest due to political turmoil. For the Soulcraft abilities, I used an online deity generator, which also seemed to fit, and then riffed off of that for the powers and miracles.

   





7.8.22

CraftWork Character 7 Day Challenge!

7 days, seven characters, all made using the character generation tables in CraftWork and FaeCraft.

#1
A gnome, 21 years of age with 22 HP and 16 coin. They started as a teamster, but were driven out by the great fire and became a porter, until the Purge. They retreated to the forest and have spent time learning the ways of the woods (ie 3 levels of Wildcraft).

Skills
Deception
Animal Handling 

Abilities Etc.
Preferred Terrain: Forest
Preferred Enemy: Soldiers and Guards
Animal Companions: Bear and a Cat

Possessions 
5 Spikes
Traps and snares
Waterskin
Magic Chisel

Process Notes: For terrain, I used one of the background charts in FaeCraft. For the animal companions, I asked my phone to pick a random animal. For possessions I used the Knave charts. I rolled randomly among them to make one magical.

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.