Tag Archive for accessibility

What about the Traditional “Gamers?”

We focus a lot on making sure that our setting is equal for everyone. Because we write from an American standpoint, being Americans ourselves, this involves improving the situation of the groups of people that are not at the top of the social food chain in American society. So, we write about how women, transgendered individuals, people of different skin colours, and people of various romantic and sexual inclinations, are all at the top of the chain now. What we haven’t done, however, is lower the dominant groups of the real world; we chose to uplift everyone to the same level, without a similar lowering for dominant groups.

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Flawless System

If it’s not been made clear already, the staff of Seref is primarily made up of neurovariant, mentally ill, and disabled individuals. We, all of us, have some condition or another that many other games treat as flaws, which players may acquire for their characters, in order to get extra points to spend on other, more ‘fun’ things. This is something that rubs us the wrong way. The very short answer is that we do not see our illnesses and disabilities as items to be collected on a stat sheet so someone can pick up more fun stats somewhere else.

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What does accessibility mean to you?

One of the first ways that accessibility came into Pyron’s design was in the decision to go with a low-math system. Initially this was done simply out of frustration with some of the higher math systems out there, and the constant need to stop game play while someone brought out a calculator to determine whether they had made it through the illusory door, or if they were still trapped. As we’ve been working on our design, however, accessibility has taken a position of prominence in our design values.

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I Can’t Ride a Horse Either

Pyron has two main social skills, those being Finances and Manipulation. Both involve dealing with other people and coming out ahead, getting what you want from the interaction. Finances covers the more economic areas of interaction, such as haggling or contract negotiation, while Manipulation deals more with emotions and swaying people to agree with your point of view.

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Languages: Spoken and Not

If you haven’t noticed it yet, we’ve got a pretty big trend of each culture being distinct from the others. Each nation has its own history, its own native culture(s), its own currencies, and yes its own language(s). All told, there are ten languages available for characters to learn on the continent; nine cultural/ethnic languages, and a sign language. Most of the nations are multilingual, in that they have populations drawn from various ethnic groups, and no real reason to stamp out the languages of the others.

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