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Post-Pandemic Production Schedules and Travel

So, first let's get one thing out of the way--the pandemic isn't over. We're doing pretty well with vaccinations here in New Jersey, with 55% of residents fully vaccinated and 64% having had at least one dose, but the rest of the US is lagging behind at 46% fully vaccinated and 54% with at least one dose. Since the population needs to have at least 70% for herd immunity, we're still a long way off from being free to resume our normal lives. Emboldened by the fact that vaccinations are now available, a lot of businesses and events are returning to gathering in-person. Drowning Moon Studios has always worked remotely, so not much changes on my end, but I've had to make some tough choices regarding convention attendance this year; namely, we're not doing it. I've mentioned in previous posts how a large number of DMS's sales are driven by the company's presence at conventions, so this wasn't an easy decision to make. 2020 was the worst financial year

Being Disabled in Tabletop Game Design

One thing that's been on my mind lately is the surprising number of disabled creators in tabletop game design. Or, perhaps, it isn't so surprising; according to the World Health Organization, 15% of the world's population experiences some form of disability. Because the tabletop gaming industry is relatively small, it is possible that the percentage of disabled professionals is simply more visible. The industry's large number of freelancers, small business owners, and creative work environments--all of which tend toward more flexible work schedules--may be another reason.

My own reason for working in the tabletop game design industry is heavily influenced by that flexibility. Having multiple disabilities that make it difficult for me to work regular hours, means that a typical 9-to-5 career is not an option for me. Since there’s no way to predict whether I’m going to be functional on a given day, or between certain hours, I haven’t been able to make it work. Owning my own publishing house, and freelancing for other companies, means I'm able to work when my body allows me to. I'm usually able to meet deadlines because I give myself a lot of lead time, which gives me the flexibility to plan around bad health days.

This doesn't mean being a disabled game designer is without its challenges, however. I still struggle with ableism; from non-disabled people in the industry, from consumers, and in my everyday life. Much of the time this is unintentional. Many abled people don't know what they don't know, and I've frequently found that they're willing to learn when something is pointed out to them. Despite this eagerness, it still takes a toll to educate, however, and it is important for people to realize that this is an additional expenditure of time and energy (from someone who doesn't have an abundance of either in the first place).

There are also times when someone is either unwilling to compromise, or they refuse to admit a problem exists. This can not only be extremely frustrating, but also othering. Consider the examples of a rule book with elaborate background graphics and custom fonts. It might look great, but it’s likely to be unreadable for players with cognitive or visual impairments. Similarly, a larp with an audio-based puzzle, and no other method of obtaining the information, might be difficult for hearing-impaired players. Whether they want to or not, those designers are sending the message that their games simply aren't accessible to certain types of players. I would caution them to think deeply about what that says about them as a designer before making a commitment to reinforcing those types of decisions in their work.

Now, this doesn’t mean that you can’t have an elaborate, graphics-heavy rulebook, or audio-based puzzle in your larp. It means you should think about having both these things, and an alternate means of providing accessible products to disabled players, so they can also enjoy your games.

Go ahead and create the elaborate rulebook of your dreams. Then create a downloadable plain-text rulebook that can be easily read by screen readers. Design your audio-based puzzle, then allow hearing-impaired players the opportunity to participate by adding a visual, tactile, olfactory or gustatory element. Approach accommodation not as a hindrance, but as a way to expand.

I promise your players will thank you for it.

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