游戏无障碍化:为残障玩家创造包容性游戏体验

📂 应用📅 2025/12/26 03:17:14👁️ 2 次阅读

英文原文

Gaming With Disabilities • Fate Accessibility Toolkit

Whether you’re playing a disabled character, creating a character with disabilities, GMing for disabled characters, or making your gaming space more accessible and welcoming for disabled players, this section covers a lot of things you should think about.

Playing Characters With Disabilities
The way disabilities are expressed in Fate Core comes from the choices you make in character and the way you use your skills to navigate the world around you. You won’t necessarily narrate using your white cane on the pavement unless it matters in the story, but you might narrate the experience of trying to find a clue with your hands and not your eyes. Your character in a wheelchair has the Athletics skill, but it’s used for other ways of getting around than running and jumping. When playing a character with disabilities within Fate, avoid embodying that character by using a prop; rather, shift the way you think about interacting with the world at large.

Physical Disabilities
Most people are familiar with the disabilities you assume you can see—those that require mobility devices or exterior help. They’re often the disabilities that people stare at, because they see something as different from them. Some of the disabilities covered in this book include blindness, deafness, paralysis, and amputation. The fact is, not all these disabilities are visible, though. A blind person might wear glasses, or they might only be blind in one eye and not both. A D/deaf person might wear invisible hearing aids, or have a cochlear implant. All these things change the visible nature of disability—and that’s before we get future tech involved!

Invisible Disabilities
An invisible disability may not be apparent at first blush—a condition which, for better or worse, isn’t seen as a part of you at a glance. Many of these disabilities are still physical in nature by the way they affect the body, but aren’t obvious at first sight.

It should be made clear that these disabilities are not things that someone could make up, or convince oneself of within the context of mental illness. Both mental illness and invisible disabilities are valid, and real, and things which should be taken seriously, not questioned for their validity. Unfortunately, this is a common reaction to such disabilities, especially ones around pain or around neurotypicality.

Mental Illness
In game design we have a really difficult relationship with mental illness. Games don’t have a great track record for representing mental illness well, or for treating people who have mental illnesses with respect.

A lot of that has to do with the language that we use in creating games. Sanity checks. Games set in horrifying psychiatric facilities. Flaws or character defects that make mental illness look scarier than it is. All these things have made the game table a very shaky place to talk about mental health—but I hope this book can dispel a little bit of that bad faith. When discussing mental illnesses, we do our best to talk about not just what mental health can look like in games, but how it might affect your character for real, not as a joke or as a punchline, but as a way to develop your character. To help address these concerns, each of the mental illness sections has been written by a person who lives with the mental health condition listed.

Creating a Disabled Fate Character
There are a number of ways to make a character with a disability and have the disability represented in game mechanics. The first step in all of those ways is to have one of your character aspects (possibly your high concept but it doesn’t have to be) establish the disability, such as Paraplegic Sleuth or Autistics Think Outside the Box. This alone shows that your character’s disability is a part of them that you’d like to explore. If that’s as far as you want to go, it’s absolutely enough.

GMing for Disabled Characters
So you’ve got all these new characters rolling around the table, and suddenly you need to adjust how you GM in order to tell the stories of disabled characters as well as you’ve told the stories of able bodied ones. The first thing to remember is that telling a story includes all the senses that characters might have access to. For example, if a blind character is at the table, you want to make sure to give their player excellent sensory directions like smell, taste, touch, and sound. The air can taste like blood if you’re used to paying attention to such things, for example.

One of the ways to think about this is also a great writing technique—look at a scene and take away a single sense for yourself, then consider all the ways it might be read from other sensory angles. If you can’t hear at all, a room full of people shouting might look very different, because you can’t contextualize the shouting by tone.

Disabilities at the Table
Most of this book is dedicated to the question: How do I play disabled people in games? This section is about the other question I often get asked: How do I bring players with disabilities to my table? It focuses on bringing players with disabilities to our gaming tables without asking them to do the bulk of the work to figure out how to get there.

The first few steps are really simple. Start with bright lights, comfortable chairs, and accessible materials such as large print dice, simpler character sheets with larger print, or even a tablet with a PDF of the game rules on it. On page page XX of this book you’ll find a large print character sheet for Fate Core, and on page XX you'll find a list of ASL signs for some basic RPG terms.

These are a start, but there’s more to do. Your table can’t just be accessible because you’re willing to play with people; it has to be accessible because you’ve made your table that way.

Language
Inclusion and representation doesn’t just take place in the ways that we play our games, or with the characters we develop; it’s also about changing our culture to include people. We’re still fighting and learning how to include women and people of color in our games and at our tables, but disability is important too.

That fight starts with how you speak.

The real tool you need to create accessibility is knowing how to talk about access with your friends, players, and strangers. There’s language to be used for that, and there are better and worse ways to discuss these issues.

Let’s start with the basics of the language people use to describe themselves and their disabilities. There are two major theories that get used: Person First Language and Identity First Language. It’s safest to use Person First Language at first, when you don’t yet know someone’s preference. Once you’ve gotten to know someone for a while, I suggest asking your friend what language they use for their disability.

Creating a Safe Environment
It goes without saying that the environment needs to be physically safe for all players, so here we’re talking about making your table a place where the players feel safe to engage with the game and with other players.

First, it’s important to set the tone for your table by talking about people’s expectations and things that won’t be accepted at your table, like playing disabilities for laughs or scenes with violence against children. Talk about things that the players do and don’t want to experience—you are also one of those players, so make your own wishes known, both for your comfort and to set an example to encourage others to share as well. If your players are expecting a swashbuckling adventure, they may be caught unawares by a dark dungeon crawl with a high likelihood of death. If a player has a spider phobia, maybe rethink the plan to have them enter a haunted house full of spiders; maybe another creature would be just as creepy without touching on deep-seated fears. See “Trigger Warnings” on page XX for more on this.

All Access Gaming
The philosophy to which I subscribe, and the reason I wrote this book, can be called “all access gaming.” Ideally our hobby will eventually be radically accessible, a place in which no matter if you can hear, see, or walk, you can still play in any game you want.

This doesn’t just apply to the table at your home. It applies to the gaming stores we go to and the publishers we buy from. Asking for access needs to come not just from the disabled gamers who request it, but from their friends who want to be able to play with them. All access gaming means that we’ve busted open the hobby as wide as we can and told everyone that they can come roll the dice with us.

A lot of people ask why gamers should care about equal representation for disabled gamers. After all, if you’re not disabled those stories aren’t obviously fun to play. The answer is because we live in a diverse world, and the stories we want to tell are not just about us. We cannot on one hand criticize players for wanting to play themselves, and then not want to tell as many stories and hear as many stories as we can.

All access gaming means welcoming people with new stories to our tables, and making those tables easily attended. Since accessibility isn’t the default, however, we have to begin designing our games around change, rather than expecting the change to develop around games.

Accessible Randomizers
Dice are one of the most inaccessible accessories in our hobby—and yet they’re also one of the most integral. They’re difficult or impossible to read for those with vision problems, and those with tremors or other fine motor control issues may have difficulty rolling them.

The dice that are most readable for low vision or blind gamers are often clunky, large, and difficult to roll, especially for pool-based games where you need a lot of dice. Some people like to design braille dice, which is great for completely blind players, but braille readers and NLP (no light perception) blind people are a small fraction of the population. There’s lots of low vision folks out there who want good looking large print dice, or other options.

This is part of why the Fate Accessibility Toolkit was written for the Fate system. Fate dice are easily read by touch and they’re more accessible than most dice because there isn’t any counting to be done. In the vast majority of Fate games, you never roll more than four dice, which are all the same size and shape.

In addition, if you don’t want to handle tactile dice (or if tactile dice aren’t an option for you), many dice apps have options for Fate or Fudge dice. There’s also the physical Deck of Fate from Evil Hat and the Deck of Fate app. The Deck of Fate mimics the probability of Fate dice with the numeric results shown in large numbers—red for negative results, black for neutral, and blue for positive. The licensed Deck of Fate app from Hidden Achievement has an option to add a skill profile and let the app do all your math for you.

The Fate system is accessible, and it can be made more accessible by players and GMs.

Text Issues
Rules embedded in a wall of small print. A multi-page character sheet full of columns of stats. Many games aren’t friendly to those who have trouble processing text.

Tactics like retaining white space on the page and including “cheat sheets” that summarize important rules in large print can help make a game book easier to read and reference. Different versions of the character sheet, including one that is decluttered and has plenty of room to write, can also make your game more accessible. Consider offering these as free downloads to make them available to anyone who needs them.

PDFs, which can be zoomed in to make the text easier to read, are becoming more widespread, but some of the most popular games aren’t yet available in PDF form. Nor are most gaming books available via audiobook, although ebooks can be turned into audiobooks, particularly if they are in .ePub or .mobi formats. (Fate Core System is available in both .ePub and .mobi formats in addition to PDF.)

The Verbal Component
In a hobby that is almost entirely about the spoken word, people who cannot hear or speak might be shut out. Those who struggle with sensory input or crowds can easily be overwhelmed by a noisy table and people talking over each other.

Deaf gamers face specific struggles within the hobby—or they don’t. If a Deaf gamer finds other Deaf people to game with, then they can game in their own language. But if they want to play new games and meet new people, it may seem like an overwhelming challenge. Disabled gamers can hack a game and tell stories within our own social groups and disability related communities, but it’s when we try to bridge the gap and play with able bodied players that things become more difficult.

A lot of this boils down to being aware of the needs of the gamers at your table. Ensuring that everyone has a chance to express themselves in whatever way they need to—whether spoken, signed, or written—can help gamers feel less isolated. If you see someone pulling back from group discussion, see if you can give them a chance to communicate without being spoken over. Take time to calm the overall atmosphere of the room when your players have gotten excited. There’s an understandable tendency to let things go as long as players seem engaged, but keep an eye out for the quiet ones and look for ways to make the table comfortable for them as well.

Conventions
Conventions are where game culture goes to develop. People take new tools back to their home FLGS (Friendly Local Game Store) or to their homebrew games. Cons help by creating standards of access and requiring able bodied participants to be aware of the access limitations which are present at the con, and how they can better support disabled places in their own environments.

Gaming will benefit from creating better representation by simply creating space at all conventions—not just the ones that disabled folks work at. Hire someone within your convention planning team to specifically work on accessibility.

Here are some suggestions to get you started:

* Since our hobby is so focused on vocal storytelling, we need to remember that not everyone can hear in a loud crowded gaming hall. Allocate space for games run by or played by d/Deaf gamers and others who need to play in a low distraction environment., * Create a website for your game that can be easily accessed by visually impaired attendees, or offer the option of large print character sheets., * Make wheelchair friendly lanes in hallways and the exhibitor hall, and put disability seating in panel spaces., * Have a designated and well advertised quiet room with low lighting where attendees who are overwhelmed by the crowds, the sounds, the visuals, etc. can go to rest and recharge.,

What this all boils down to, whether it’s a blind player or a player on the autism spectrum, is that we must be in dialogue with one another, so that every single one of us can play.

中文翻译

游戏与残障 • Fate无障碍工具包

无论您是在扮演残障角色、创建残障角色、为残障角色担任游戏主持人,还是让您的游戏空间对残障玩家更加无障碍和友好,本节涵盖了许多您应该考虑的事项。

扮演残障角色
在Fate Core中,残障的表达方式源于您在角色塑造中的选择以及您使用技能与世界互动的方式。除非在故事中很重要,否则您不一定需要叙述使用白手杖在人行道上的情景,但您可以叙述尝试用手而非眼睛寻找线索的经历。您坐在轮椅上的角色拥有运动技能,但它用于跑步和跳跃之外的其他移动方式。在Fate中扮演残障角色时,避免通过使用道具来体现该角色;相反,改变您思考与整个世界互动的方式。

身体残障
大多数人熟悉那些您认为可以看到的残障——那些需要移动设备或外部帮助的残障。这些通常是人们会盯着看的残障,因为他们看到了一些与自己不同的东西。本书涵盖的一些残障包括失明、耳聋、瘫痪和截肢。然而,事实是并非所有这些残障都是可见的。盲人可能戴眼镜,或者可能只有一只眼睛失明而非双眼。聋人/听障人士可能佩戴隐形助听器,或有人工耳蜗。所有这些都改变了残障的可见性质——而这还是在我们引入未来科技之前!

隐形残障
隐形残障可能乍一看并不明显——这种状况,无论好坏,一眼看去并不被视为您的一部分。其中许多残障在影响身体的方式上仍然是身体性的,但乍一看并不明显。

应该明确的是,这些残障不是某人可以编造的东西,也不是在精神疾病的背景下可以说服自己的东西。精神疾病和隐形残障都是有效的、真实的,应该认真对待,而不是质疑其有效性。不幸的是,这是对此类残障的常见反应,尤其是围绕疼痛或神经典型性的残障。

精神疾病
在游戏设计中,我们与精神疾病的关系非常困难。游戏在良好表现精神疾病或尊重患有精神疾病的人方面没有很好的记录。

这在很大程度上与我们创建游戏时使用的语言有关。理智检定。设定在可怕精神病院的游戏。使精神疾病看起来比实际更可怕的缺陷或角色缺点。所有这些都使得游戏桌成为谈论心理健康的非常不稳定的地方——但我希望本书能消除一点这种恶意。在讨论精神疾病时,我们尽力不仅谈论心理健康在游戏中可能的样子,还谈论它如何真实地影响您的角色,不是作为笑话或笑点,而是作为发展您角色的方式。为了帮助解决这些问题,每个精神疾病部分都由患有所列心理健康状况的人撰写。

创建残障Fate角色
有多种方法可以创建残障角色并在游戏机制中表现残障。所有这些方法的第一步是让您的角色特质之一(可能是您的核心概念,但不一定是)确立残障,例如“截瘫侦探”或“自闭症者跳出框框思考”。仅此一点就表明您角色的残障是您想要探索的一部分。如果这就是您想做的全部,那绝对足够了。

为残障角色担任游戏主持人
所以您有了所有这些新角色在桌面上滚动,突然您需要调整您的主持方式,以便像讲述健全角色的故事一样好地讲述残障角色的故事。首先要记住的是,讲故事包括角色可能接触到的所有感官。例如,如果桌上有盲人角色,您要确保给他们的玩家提供出色的感官指示,如气味、味道、触觉和声音。例如,如果您习惯注意这些事情,空气可能尝起来像血。

思考这一点的方法之一也是一种很好的写作技巧——观察一个场景,为自己去掉一种感官,然后考虑从其他感官角度解读的所有方式。如果您完全听不到,一个充满喊叫的房间可能看起来非常不同,因为您无法通过语调来理解喊叫的背景。

桌边的残障
本书大部分内容致力于一个问题:我如何在游戏中扮演残障人士?本节是关于我经常被问到的另一个问题:我如何将残障玩家带到我的桌上?它侧重于将残障玩家带到我们的游戏桌,而不要求他们承担大部分工作来弄清楚如何到达那里。

前几个步骤非常简单。从明亮的灯光、舒适的椅子和无障碍材料开始,例如大字体骰子、更简单的大字体角色表,甚至是带有游戏规则PDF的平板电脑。在本书第XX页,您会找到Fate Core的大字体角色表,在第XX页,您会找到一些基本RPG术语的ASL手语列表。

这些是开始,但还有更多工作要做。您的桌子不能仅仅因为您愿意与人一起玩就变得无障碍;它必须因为您使桌子变得无障碍而变得无障碍。

语言
包容和代表性不仅发生在我们玩游戏的方式或我们开发的角色中;它还涉及改变我们的文化以包容人们。我们仍在奋斗和学习如何在我们的游戏和桌边包容女性和有色人种,但残障也很重要。

这场斗争从您如何说话开始。

创建无障碍所需的真正工具是知道如何与您的朋友、玩家和陌生人谈论无障碍。有用于此的语言,讨论这些问题有更好和更差的方式。

让我们从人们用来描述自己及其残障的基本语言开始。有两种主要理论被使用:人本语言和身份优先语言。在您还不知道某人的偏好时,最安全的是首先使用人本语言。一旦您认识某人一段时间后,我建议询问您的朋友他们使用什么语言来描述他们的残障。

创建安全环境
不言而喻,环境需要对所有玩家身体安全,所以这里我们谈论的是让您的桌子成为玩家感到安全参与游戏和与其他玩家互动的地方。

首先,重要的是通过谈论人们的期望和您桌上不会接受的事情来为您的桌子定调,例如拿残障开玩笑或涉及暴力对待儿童的场景。谈论玩家想要和不想要体验的事情——您也是这些玩家之一,所以表达您自己的愿望,既为了您的舒适,也为了树立榜样鼓励他人分享。如果您的玩家期待一场冒险,他们可能会被一个死亡可能性很高的黑暗地牢探险打个措手不及。如果玩家有蜘蛛恐惧症,也许重新考虑让他们进入充满蜘蛛的鬼屋的计划;也许另一种生物同样令人毛骨悚然,而不会触及深层次的恐惧。有关此内容的更多信息,请参见第XX页的“触发警告”。

全无障碍游戏
我所信奉的哲学,也是我写这本书的原因,可以称为“全无障碍游戏”。理想情况下,我们的爱好最终将变得完全无障碍,一个无论您是否能听、能看或能走,仍然可以玩任何您想玩的游戏的地方。

这不仅适用于您家中的桌子。它适用于我们去的游戏商店和我们购买的出版商。要求无障碍不仅需要来自请求的残障玩家,还需要来自希望能够与他们一起玩的朋友。全无障碍游戏意味着我们尽可能广泛地开放这个爱好,并告诉每个人他们可以来和我们一起掷骰子。

很多人问为什么玩家应该关心残障玩家的平等代表性。毕竟,如果您不是残障人士,那些故事显然不好玩。答案是因为我们生活在一个多元化的世界,我们想要讲述的故事不仅仅是关于我们自己的。我们不能一方面批评玩家想要扮演自己,另一方面又不想讲述尽可能多的故事和听到尽可能多的故事。

全无障碍游戏意味着欢迎有新故事的人来到我们的桌子,并使这些桌子易于参与。然而,由于无障碍不是默认设置,我们必须开始围绕变化设计我们的游戏,而不是期望变化围绕游戏发展。

无障碍随机化器
骰子是我们爱好中最无障碍的配件之一——然而它们也是最不可或缺的之一。对于有视力问题的人来说,它们难以或不可能阅读,而对于有震颤或其他精细运动控制问题的人来说,可能难以投掷它们。

对于低视力或盲人玩家来说,最易读的骰子通常笨重、大且难以投掷,尤其是对于需要大量骰子的池基础游戏。有些人喜欢设计盲文骰子,这对完全失明的玩家很好,但盲文读者和无光感盲人只占人口的一小部分。有很多低视力人士想要好看的大字体骰子或其他选择。

这就是为什么Fate无障碍工具包是为Fate系统编写的原因之一。Fate骰子易于通过触摸阅读,它们比大多数骰子更无障碍,因为不需要任何计数。在绝大多数Fate游戏中,您从未投掷超过四个骰子,它们都是相同的大小和形状。

此外,如果您不想处理触觉骰子(或者如果触觉骰子对您不可用),许多骰子应用程序有Fate或Fudge骰子的选项。还有来自Evil Hat的物理Deck of Fate和Deck of Fate应用程序。Deck of Fate模仿Fate骰子的概率,数字结果以大数字显示——红色表示负面结果,黑色表示中性,蓝色表示正面。来自Hidden Achievement的授权Deck of Fate应用程序有一个选项可以添加技能配置文件,并让应用程序为您完成所有数学计算。

Fate系统是无障碍的,并且可以通过玩家和游戏主持人变得更加无障碍。

文本问题
规则嵌入在小字体墙中。多页角色表充满统计列。许多游戏对处理文本有困难的人不友好。

保留页面空白和包含以大字体总结重要规则的“备忘单”等策略可以帮助使游戏书更易于阅读和参考。不同版本的角色表,包括一个简化且有足够书写空间的版本,也可以使您的游戏更无障碍。考虑将这些作为免费下载提供,以便任何需要的人都可以使用。

PDF可以通过放大使文本更易于阅读,正变得越来越普遍,但一些最受欢迎的游戏尚未提供PDF形式。大多数游戏书籍也不提供有声书形式,尽管电子书可以转换为有声书,特别是如果它们是.ePub或.mobi格式。(Fate Core System除了PDF外,还提供.ePub和.mobi格式。)

口头部分
在一个几乎完全关于口头表达的爱好中,听不见或说不出话的人可能被排除在外。那些在感官输入或人群方面有困难的人很容易被嘈杂的桌子和人们互相打断的谈话所淹没。

聋人玩家在这个爱好中面临特定的困难——或者他们没有。如果聋人玩家找到其他聋人一起游戏,那么他们可以用自己的语言游戏。但如果他们想玩新游戏并结识新朋友,这可能看起来是一个巨大的挑战。残障玩家可以在我们自己的社交群体和残障相关社区中修改游戏并讲故事,但当我们试图弥合差距并与健全玩家一起玩时,事情变得更加困难。

这在很大程度上归结为意识到您桌上玩家的需求。确保每个人都有机会以他们需要的任何方式表达自己——无论是口头、手语还是书面——可以帮助玩家减少孤立感。如果您看到有人从小组讨论中退缩,看看您是否能给他们一个不被打断的沟通机会。当您的玩家兴奋时,花时间平静房间的整体氛围。只要玩家似乎投入,就有一种可以理解的趋势让事情顺其自然,但留意那些安静的人,并寻找方法使桌子对他们也舒适。

展会
展会是游戏文化发展的地方。人们将新工具带回他们的本地友好游戏商店或自制游戏。展会通过创建无障碍标准并要求健全参与者意识到展会上存在的无障碍限制,以及他们如何在自己的环境中更好地支持残障场所来提供帮助。

游戏将通过在所有展会上创造更好的代表性而受益——不仅仅是残障人士工作的那些。在您的展会策划团队中雇佣专人专门负责无障碍工作。

以下是一些建议供您开始:

* 由于我们的爱好如此专注于口头讲故事,我们需要记住不是每个人都能在嘈杂拥挤的游戏厅中听到。为聋人/听障玩家和其他需要在低干扰环境中游戏的人分配游戏空间。* 为您的游戏创建一个易于视障与会者访问的网站,或提供大字体角色表的选项。* 在走廊和展厅中设置轮椅友好通道,并在小组讨论空间中设置残障座位。* 指定一个宣传良好的安静房间,灯光昏暗,让被人群、声音、视觉等淹没的与会者可以去休息和充电。

这一切归结为,无论是盲人玩家还是自闭症谱系玩家,我们必须相互对话,以便我们每个人都能玩。

文章概要

本文基于《Fate无障碍工具包》,围绕“游戏中的残障玩家生活位置”这一关键词,系统探讨了角色扮演游戏中如何实现残障包容性。文章详细介绍了如何扮演残障角色、创建残障角色机制、为残障角色担任游戏主持人,以及如何让游戏空间对残障玩家更友好。内容涵盖身体残障、隐形残障和精神疾病的游戏表现,强调避免刻板印象和尊重个体差异。文章还提供了创建安全游戏环境、使用包容性语言、实现全无障碍游戏的具体策略,包括无障碍骰子、文本优化和展会改进等。最终目标是推动游戏文化向更包容、更平等的方向发展,确保所有玩家都能参与并享受游戏乐趣。

高德明老师的评价

TA沟通分析评价:这篇文章展现了“我好-你也好”的健康生活位置,通过倡导残障玩家的平等参与,促进了游戏社群中的相互尊重和理解。它鼓励玩家从“成人自我状态”出发,理性思考无障碍需求,而不是陷入“父母自我状态”的刻板评判或“儿童自我状态”的回避。这种沟通方式有助于建立包容性的游戏环境,让所有玩家都能在平等的基础上互动。

焦点解决心理学评价:文章聚焦于解决方案而非问题,积极构建“全无障碍游戏”的未来愿景。它赞美了游戏设计者和玩家在创造包容性空间方面的努力,并强调通过具体行动(如使用大字体材料、调整游戏机制)来实现目标。这种以资源为导向的视角,鼓励社群挖掘现有优势,共同迈向更无障碍的游戏体验,体现了焦点解决的核心精神。

佛学专家角色评价:从佛学视角看,这篇文章体现了“慈悲”与“平等”的智慧。它倡导消除游戏中的障碍,让所有玩家都能参与,这呼应了“众生平等”的理念。文章强调对话与理解,避免对残障的偏见,展现了“无我”的包容心。这种努力不仅丰富了游戏文化,也促进了社群中的和谐与联结,为更觉醒的互动方式铺平了道路。