Gaining Advantage 023: Gaming and Inclusive Design

Gaining Advantage: Making Lives Better through tabletop role-playing games; Wyrmworks Publishing Logo; Disability symbol with wheelchair wheel replaced by d20; Brain with embedded d20; Caleb Valorozo-Jones headshot

What happens when a bunch of neurodivergent people sit down to play D&D together and connect through the game? Things get awesome. And our guest, Caleb Valorozo-Jones, wrote a Master’s Thesis on it!

But before that, Dale takes an honest look at what it takes to get started in the TTRPG industry, especially in light of the changes at Twitter. It’s not as difficult as many would lead you to believe.

0:00 Introduction
0:22 Getting started in the TTRPG Industry without Twitter
17:51 Announcements
22:18 Interview: Caleb Valorozo-Jones
56:37 Wrap-up

Manually captioned. Transcript available at our website.

Writing Your First Adventure (Storytelling Collective)

Caleb Valorozo-Jones Links

Wyrmworks Publishing




Gaining Advantage 022: Forging a New Path

Gaining Advantage: Making Lives Better through tabletop role-playing games; Wyrmworks Publishing Logo; Disability symbol with wheelchair wheel replaced by d20; Brain with embedded d20; Forge Ahead a Party to Access logo with a green D20

Disabled people are among the most resourceful on the planet. They have to be. We welcome kindred spirits, Rachel Voss & Wesley Magee-Saxton at Forge Ahead: A Party To Access, who are creating amazing D&D 5e resources for disability inclusion. Next, we welcome Alexander Grinton on our Playing the Other segment to talk about his experience with Autism and ADHD, and how it connects with tabletop gaming.

  • 0:00 Introduction
  • 4:19 Interview: Rachel Voss & Wesley Magee-Saxton at Forge Ahead: A Party To Access
  • 48:55 Playing the Other: Alexander Grinton
  • 1:12:58 Wrap-up

Manually captioned. Transcript available at our website.

Forge Ahead: A Party To Access Links

Wyrmworks Publishing




How to add disability inclusion into Inkarnate maps

4 accessibility devices made for combat maps

Inclusive Design makes everything better. Adding disability inclusion to your maps not only makes them more accessible to all players, but it also adds realism and depth to the world you’re creating.

Ramp

If you’re including ramps in your buildings (Why?), the Long Table asset makes it easy. Add a Trap Door to the top at 50% transparency, and you get the effect of coming up through a hole in the floor.

Ramp with a translucent trap door at the end

Elevator

An elevator may seem anachronistic, but they’ve existed in various forms for 2200 years! An enlarged Empty Crate with a Door gives you an instant enclosed elevator, and you can add a Lever to serve as a manual crank on a block and tackle system, or make it magical with a Magic Orb!

Overhead elevator on map

Wheelchair

Use the Steampunk Tool for wheels and a Chair. You can make the wheel assembly brown/tan to make it look like wood if you want.

Wood and metal wheelchair, top down

Rollator

Use the Small Metal Ladder (Transform: Adjust the width to get the right proportions) and Metal Valve Wheel. Connect the two ladders with Handrails or any wall piece stretched to the right proportion, and adjust the saturation and contrast to match the metal color. Or skip the connecting piece by overlapping that section. I put a connecting piece in the example image here, but it got covered up when I adjusted the scale.

rollator laying down on floor

What devices would you like to see represented? Have you created accessibility devices for your maps? Leave a comment!




Catch Dale on the Gaming and Mental Health Panel

Product - Product design

I’m deeply honored to have been invited to the Everyone Games Gaming and Mental Health Panel this Saturday, October 1st 2022, 10:00AM – 11:00AM EDT on Twitch.

Taking care of our mental health is so important today especially with everything we have going on in the world right now, but how can gaming be a part of that mental health journey? We’ll be exploring questions like that and more during this panel. Join us as we discuss how gaming is a gateway to many skills including problem solving, practicing empathy, connecting with others, and so much more. It can be an escape and an outlet, but it can also be a useful tool in allowing others to work through their personal struggles and trauma.

Fans of Wyrmworks Publishing will also note that Naomi Hazlett, copy editor and sensitivity reader for Limitless Heroics (and will be involved in upcoming projects) is also on that panel.

I’d love to have you all there!




Gaining Advantage 021: When a Foam Sword Heals

Gaining Advantage: Making Lives Better through tabletop role-playing games; Wyrmworks Publishing Logo; Disability symbol with wheelchair wheel replaced by d20; Brain with embedded d20; Kitty Rodé headshot

What does accessibility look like in Live Action Role-Play (LARP)? We welcome Kitty Rodé from the Golden Feather Initiative to talk about that!

Kitty Rodé is a queer, South Asian artist and organizer who is passionate about storytelling, community building and trauma-informed gaming. They are a lifelong student of anti-oppression work, creating safer spaces and design for social change. Kitty is also a member of the Community Resistance Intimacy Project (CRIP) Collective, providing disability justice education and training. Visit kittyrode.com to see more of their work.

  • 0:00 Introduction
  • 4:36 Interview: Kitty Rodé, Golden Feather Initiative
  • 36:05 Wrap-up

Manually captioned. Transcript available at our website.

Golden Feather Initiative Links

Wyrmworks Publishing

And here’s the video Kitty references:




Access the Dragon’s Lair

a dragon in the foreground breathing fire on an intruder into its arched gold-filled lair

How would you like access to all of our publications, modular and interconnected, for only $5/month?

Yes, you’re reading that right — all of our content, plus exclusives, all linked together for accessibility and ease of use, all for 16¢/day!

The Dragon’s Lair is a wiki-like modular interface for our 5e content that gives you instant access to our content with embedded links to other sections to eliminate the need to scroll through a PDF to find the right entry. We want to make our content as affordable, accessible, and functional for everyone as possible, so we designed the Lair for this purpose.

For only $5/month, you get access to the Lair without needing to buy the individual books, plus copies of all of our Foundry VTT modules! For $15/month, you also get access to full electronic copies of all of our published books as we release them.

At higher tiers, we have

Plus you get access to our company Discord to chat with our team and more!

Visit the Lair for all the details!




10 Steps to Adventuring in a Wheelchair

beardless dwarf, head shaved on right side, long rainbow hair on left; black tattoos around eyes, 3 diagonal slash scars on face; purple & leather fur outfit; holding large bloody double-bladed axe and sitting in a rugged wheelchair

How can a character in a wheelchair be an adventurer in Dungeons & Dragons or other fantasy roleplaying games? While I recently noted that ramps should be more common than expected, no matter how accessible your world is, you’ll eventually encounter rough terrain of some kind. Does this make adventuring in a wheelchair impossible?

1. Rough terrain is hard for everyone, thus the name.

Probably the most common question I get: “How can a person in a wheelchair navigate [some kind of terrain]?” This seems to assume everyone else has no problem. It’s called rough terrain for a reason. It’s difficult for nearly everyone to cross. It’s like a merfolk asking how you could navigate the ocean with those finless legs. You’d use an assistive device like a boat.

Different environments present different challenges for different people, disabled or not, but it’s easy to think from an able-bodied perspective and make assumptions based on our own experiences, calling the difficult “impossible” instead of making it “accessible”.

2. Ambulatory wheelchair users exist.

Many people think that anyone in a wheelchair must be paraplegic, but many wheelchair users can walk — it’s difficult, painful, or exhausting, but they may well be able to traverse a 10 foot staircase, possibly needing to take a short rest after and find a different means of retrieving their wheelchair from below.

Real-world ambulatory wheelchair users frequently face scorn from people who see them stand up to get something off a shelf or for some other purpose and criticize them for “faking it”. Don’t do that, and don’t make assumptions about fictional characters’ capabilities, either.

3. Are you adventuring alone?

While certain encounters may be difficult for any given individual to navigate, most adventuring parties consist of multiple characters working together. The caster levitates the rogue over the pit. The barbarian protects the caster. The walking party member assists the wheelchair user up the steps. That’s the whole point of a balanced party.

I need some LARPers to demonstrate these. If you do, contact me, and I’ll feature you here.

4. Wheelchair users can traverse steps alone.

See for yourself.

5. I present to you the Ramp spell. (or Floating Disk)

If you have a member of the party who can cast Floating Disk, they can put it under your wheelchair, and it will traverse anything an able-bodied person can. (See #3 above.) If not, I offer this alternative so you can do it yourself.

Ramp

1st-level conjuration (ritual)

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a wood or stone wedge)
Duration: 10 minutes

This spell creates a plane of force, 6 feet wide, 1 inch thick, and up to 30 feet long, that connects 2 solid objects through an unoccupied space of your choice that you can perceive within range. The plane remains for the duration and can hold up to 500 pounds. If more weight is placed on it, if you move more than 30 feet away from it, or if one of the connected objects moves beyond the length of the plane, the spell ends, and everything on the plane falls to the ground.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the plane length increases by 20 feet for each slot level above 1st.

6. Rope exists in D&D.

You can either have a couple party members tow your chair over the steps or use a grappling hook and Batman the steps by yourself.

7. Some terrain is easier in a wheelchair.

If you’re in a wheelchair, you’re not likely to be knocked prone by slippery surfaces, so you’re effectively immune to the Grease spell or other effects that make the ground slippery unless sliding down a ramp, and even then, you probably won’t end up prone once you get to the bottom.

8. Heat Metal is a bigger problem for martials than wheelchair users.

I’ve seen comments that those in wheelchairs are vulnerable to Heat Metal. That assumes the wheelchair is made of metal instead of wood, bone, or some other substance, but even in that case, it probably takes a reaction to push yourself out of a chair until the spell ends. Armor takes 1–5 minutes to doff. The paladin will want help from the wheelchair-using rogue in that case, and is anyone really going to burn a 2nd level spell and their concentration on an escapable wheelchair when they could be turning the fighter into a baked potato?

9. Dodging in a wheelchair.

Can you dodge in a wheelchair? Given that dodging is an action in 5e, there’s no reason you couldn’t. Paralympians and other wheelchair-using athletes can move with amazing speed and dexterity. Add the superhuman nature of a 5e hero, and players should have no problem imagining this.

10. D&D is a game of creative solutions — that’s what separates it from video games.

I am not disabled, and it took me 20 minutes to compile this list of ideas before researching the details. Were I a disabled adventurer, I’d have a lifetime of ideas how to manage various obstacles. Many people who can’t imagine navigating these obstacles may benefit from honestly attempting to play as a disabled character, to take some time to think and research both accessibility and others’ lived experiences to expand their awareness. Others may choose a magical solution like the hovering capability of the Combat Wheelchair. But it’s D&D — anything is possible, limited only by your imagination and the parameters established at your table.




Gaining Advantage 020: Be Kind. Roll High.

Roleplaying games change lives. But what happens when you intentionally turn that dial to 11? We welcome Peter Jung from Roll for Kindness to explain how that happens and how you can do it.

0:00 Introduction
04:04 Interview: Peter Jung
32:57 Wrap-up

Manually captioned. Transcript available at our website.

Roll for Kindness Links

Wyrmworks Publishing




Castle Curb Cuts: 10 reasons why ramps in D&D dungeons make sense

Sidewalk granite curb cut for wheelchair ramp, Philadelphia PA

When Jennifer Kretchmer presented the scandalous idea of ramps in dungeons in Candlekeep Mysteries, a significant portion of the D&D community couldn’t wrap their mental dice bags around such a concept. It seemed incomprehensible to make dungeons more accessible, and I still get multiple daily angry or derisive comments to that effect whenever I run Facebook ads promoting our products.

But just as curb cuts, those little ramps in sidewalk curbs, were designed for wheelchairs but benefit strollers, shopping carts, bicyclists, and anyone else who uses wheels, including them in dungeons may be more sensible than stairs, regardless what adventurers may come investigating.

So since I get tired of writing the same responses repeatedly, as do others who fight for accessibility and disability representation, consider these concepts, and feel free to comment below.

1. Are dungeons supposed to be inaccessible?

Dungeons are designed to keep people out!

Are they, though? That depends on the dungeon. It’s a generic term that can refer to any number of structures for any number of purposes. Often, a dungeon is a space that has either intentionally or naturally changed purpose over time. Maybe it was once a castle basement used for storage or as a siege shelter. Or a crypt. Or a cave. Or a menagerie. Or a majestic castle. Or a forest in the Feywild. When considering the accessibility of a dungeon (or any other details in its design), the designer must consider its purpose, its owner, its age, its ecology, and many other factors. But while the 10’×10′ stone corridor underground is still a staple, it hardly represents the majority of adventuring environments in D&D.

2. Are dungeons all made from flagstone?

Flagstone, made typically from sandstone or similar materials, is the classic material design for a dungeon, but a dungeon can be packed dirt, a tunnel carved out of a mountain, the alleys in the darker sections of Waterdeep, massive caverns in the Underdark, the City of Brass on the Elemental Plane of Fire, a rickety old wooden mansion, or the rubble of ancient ruins. Each of these presents accessibility challenges to different characters — my tiefling warlock with chronic leg pain will manage a whole lot better than an able-bodied elf druid in the City of Brass, and if the steps in the haunted mansion suddenly become a slide, the walking character will be prone while the wheelchair user holds out a spear and yells, “Charge!”

3. What was the dungeon before it was haunted ruins?

How many people are specifically building dungeons, anyway? They’re difficult to make and not particularly practical. Most dungeons used to be something else (or still are). The dragon isn’t going to build human-sized steps into its lair. A xorn digging through the Elemental Plane of Earth will create smooth tunnels. Water eroding an ancient cavern won’t erode at jagged 90° angles. An ancient dwarven mine would never have stairs (and may even have cart tracks or elevators). And the inside of a crashed spaceship will have smooth hallways and elevators. That doesn’t preclude the possibility of steps, a stone cliff (which is difficult for anyone but the rogue or monk to climb), or other obstacles, but if you can creatively find a way to cross that pit filled with a gelatinous cube, you can bet that a seasoned adventurer has some tricks up their sleeve to overcome occasional rough terrain.

4. Have you ever tried carrying an occupied coffin down stairs?

Many dungeons were or are still crypts designed either for a wealthy family or to keep an ancient evil contained. If the current occupant came into that crypt in a pine box, you can bet there’s a ramp. I’ve attended and conducted dozens of funerals, and there’s a reason modern morticians use carts for coffins — they’re heavy, especially with a body in them! (And the bigger the corpse, the heavier.) So if you’re carrying that coffin to its (hopefully) final resting place, guiding a cart into an underground crypt on a ramp with a rope will save you a whole lot of effort, even if there’s also steps beside the ramp, either permanently or in the form of nearby removable timbers. A party coming to investigate a restless spirit would likely find the accommodations designed by the architect or implemented by a past undertaker.

5. What size creature were your stairs designed for?

Stairs are designed for the people using them, so modern stairs are designed for a human range of heights and foot sizes. But if a dungeon occupied by both a clutch of kobolds and a family of ogres will either require the kobolds to bring climbing gear to scale ogre-sized steps or the ogres to walk sideways up the steps, even then with a lot of foot pain. A ramp easily solves this problem, not to mention making it easier to drag in fresh meat from a successful hunt or drag out bags of bones of unsuccessful adventurers.

6. How do you feed your monsters?

Speaking of dragging carcasses, you need to feed that hydra that’s somehow in a chamber with only 10’×10′ corridor access and dispose of its waste. While I recommend an underground river or other sewage drain for the latter (which can be its own security problem when kobolds find it), unless you have a city’s worth of really gullible bullywugs that are willing to go investigate the noises that you insist are coming from a carnival with dragonfly ripple ice cream, you’re going to need to kill something and transport it into those snapping jaws, and you’ll have a much easier time pushing it over a ramp than stairs.

7. How did all those stones, trap mechanisms, and monsters get down there?

You know that big treasure chest full of gold and jewels? Yeah, it’s probably a mimic. But if it’s not, good luck lugging that thing down steps into the deepest chamber. Add tons of flagstone, support timbers, cages filled with monsters, chests of potions bottles, or whatever else you’re storing down there. Put those containers on wheels down a ramp, and your building process will be a lot easier.

8. Which lasts longer in treacherous environments, stairs or ramps?

As noted above, flagstone is usually made from sandstone. Sandstone erodes. That’s how sedimentary rock forms. If that ancient staircase is as ancient as you describe, it’s probably a ramp by now, albeit irregular, which would be even easier to navigate if it has some landings.

9. Dwarves had specific skills to detect ramps as early as 1st Edition.

In AD&D, dwarves could, “Detect grade or slope in passage: 1-5 on 1d6.” In other words, ramps in underground passages aren’t some new 5e concept — they’re oldschool. Some were gradual, thus the check, and some were more obvious, but they had this skill in the first place because when you’re digging a mine or underground city and need to move a lot of rock and goods around, slopes make a lot more sense than steps. And elevators, even better. And purple worms don’t burrow in straight lines.

10. It’s fantasy but makes the real world better.

All this fantasy talk is fun, but real lives are the most important factor. Discussions of “realistic” in a world where a spoken word can transform steps into a ramp or a mudslide or a mimic or a dimensional gateway, what matters most is the effect on our players. Even if a disabled player doesn’t want to play a disabled character, including disabled NPCs and the effects of their existence in your world tells your players, “I don’t want to imagine a world without you in it.”




Attention Deficit (ADHD) for D&D 5e

Limitless Heroics cover superimposed with ADHD Preview

How can you represent Attention Deficit Hyperactivity Disorder (ADHD) in 5e that reflects real world experiences? Here’s a free sample from Limitless Heroics to implement them in your game.

Content Warning: Cyberbullying

Last year, I posted an early draft version of this preview to promote Limitless Heroics as I prepared for the Kickstarter campaign. In December, it, and consequently I, became the target of a Twitter hater cyberbullying attack by hundreds of people throughout the TTRPG community.

As a result of that, I pulled it down and wanted to hide. I seriously considered canceling the campaign altogether and closing up shop completely, but too many people were counting on me, and I was encouraged by some well-respected people in the industry to carry on, so with much trepidation, I continued with the campaign, avoiding Twitter and literally getting nauseated every time my phone made the new email chime for fear of the subsequent hate that flowed from that attack, and it has taken me this long to work up the courage to make this revised sample live again, reminding myself that, as big as the Twitter mob was, I’ve received nearly as many heartfelt notes of thanks and support, and ten times as many have already backed or preordered it. And with help from a licensed counselor, I’m learning to manage the subsequent anxiety and depression I’ve developed.

Ironically, I was recently diagnosed with ADHD myself, so I post this revision with confidence as it also reflects my own lived experience and that of many more who also have given input and affirm this as a reflection of their own experiences, plus it has been discussed and revised based on feedback from five sensitivity readers from multiple fields.

Because ADHD is a complex condition with a variety of expressions, we broke it into at least 3 separate traits with options for more, depending on your experience, but here are the three most common associated traits. (I personally have several more.)

You can use this sample by itself for free or purchase a copy of Limitless Heroics for a more comprehensive guide to disability, neurodiversity, and mental illness representation in fifth edition. Thanks for your interest in making the D&D and broader TTRPG space more inclusive and representative. (If you use it alone, IE = Impact Extent. See the tables for an explanation.)

LAYOUT NOTE: The format of this preview does not reflect the final format of Limitless Heroics, which we designed for maximum accessibility, including dyslexia-friendly.

Download at DriveThruRPG
Download the Preview at DriveThruRPG


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