I am working on a WoD/PbtA hack that can be played easily by blind or sight impaired players. One of my design goals is to eliminate as much of character sheet/playbook as possible, but especially get rid of checking and adjusting numbers. in a perfect world, the game could be played without help of sighted players and/or screen readers.
The game is still in active development/testing. Currently we are using aspects/traits vs numeric attributes (although this has its own issues) and one core move like in WoD (although there are rules for adding more moves as the game progresses, as moves created during play are easier to remember than those established by the game like classes in DW for example).
I want the system to support OSR-ish / adventure style play, which means combat that can get deadly. This is where I am stuck and could use some help from the community.
What we have tried so far:
- HP (like in DW) - Keeping track of numbers is less then perfect, especially between encounters players would need to check their HP. For the blind player it means either using a screen reader to keep track of it, or asking a sighted player to do it for them. Far from perfect.
- Harm clocks (like in standard AW) - This ends up working like HP, but on a lesser scale.
- ** Paul_T’s descriptive harm moves - this flows well, but goes against the “one core move” mentality and can be pretty limiting.
Currently we are not tracking harm per se, but we do note descriptive wounds (akin to statuses from other games, but we don’t have a set list. Stuff like: bleeding, broken arm, short of breath etc.). If a player’s total of a roll is equal or less to the amount of those wounds, they are incapacitated (so having 3 wounds and rolling 3 or less after modifiers takes the character out of action). This seems easier to remember than a number value, as the “wounds” are referenced during play (because they will have impact on narrative positioning). This works relatively well, but you still need to remember multiple things to know the total, and I can see it getting pretty messy with more than just few wounds.
So I am looking for a better approach. One that could be explained to more trad players relatively easily, and would not just rely on GM’s fiat (I had some push back against just pure narrative positioning).
Any help is greatly appreciated!