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Tabletop QOTD 2020-03-25

This entry was edited (3 days ago)
You mean other than the FATE Accessibility Toolkit?

I know that Repos has announced that they are working hard to make sure their board games are color-blind friendly (using shapes/textures in addition to color for differentiation).
This entry was edited (3 days ago)
@Eric Franklin - good call, I'd forgotten about that particular book.
This entry was edited (3 days ago)
This entry was edited (3 days ago)
AFAICT to help colorblind people games often code pieces and symbols both in color *and* in shape. E.g. red tokens are square, green ar triangular and blue ones are round.
This comes up a lot on our podcast talking about games. This is something that I personally have become more and more aware of over time. Part of that is driven due to the fact that these issues are talked about a lot more openly and another big part for me is that we have a big fan who is legally blind and often will open my eyes to problems in games I would have never realized being fully abled.

One of the most obvious ones are companies changing the default player colours. For years almost every game came with yellow, red, blue and green as player colours. Those are not colourblind friendly. Many modern games have swapped up those colours to be more accessible.

A step further is changing the physical shame of different things. Instead of having 5 different cubes in different colours, games have each colour also be a different shape. A good example of this is Gold West from TMG.

Personally I think it's great that this is something that more and more companies are considering.
This entry was edited (3 days ago)
I think perhaps it comes up most obviously with board games, as @Moe Tousignant describes.

I don't go really far regarding accessibility in my books, but...

Part of the reason I started the Echelon Reference Series, beyond just trying to gather and organize the damn content, was to make it more usable. This starts with no backgrounds on the pages (partly to save ink, mostly to make it easier to read) and presenting headers (section and game object, like spells and feats) so they really stand out. Aggressively so, even.

To my amusement, a well-known reviewer commented in his early reviews that these layout conventions we a bit weird but harmless... and later he found that he loved them because they increased the readability and utility of the books. He was even more excited about a couple other improvements I made.

So... 'accessibility', I hope my changes help, but absolutely I put a lot of emphasis on readability and utility.
This entry was edited (2 days ago)