AAh I meant ablegamers I havn't got a message from them in such a while
I forgot what they were for a moment.
On 27/12/2019 2:27 am, David Gonçalves wrote:
I would like to thank you all for sharing your perceptions and
concerns about this topic.
Shaun, I don't know for sure who you mean with "enablegamers". Could
you provide a link? We know people from ablegamers and we will
certainly contact them in the future. We are currently writing a
report with the results of the interviews and survey responses we have
already obtained. There are more interviews planned and we will leave
the surveys open. Thanks for the support once again.
QuentinC, hello! Thank's for the substantial insights about digital
and analog games. I really think that Playroom is a wonderful
platform. Many of the people we interviewed in our country use
Playroom to play and indeed, a recurring issue is that sighted family
and friends do not feel captivated by text-based interaction and give
up playing. As you said, the platform could go a step further if there
was an appealing visual component that wouldn't compromise the
accessibility or fairness of the games. I would definitely like to
help with that if it ever comes to fruition. You talked about
cooperative "games where the audio give information that the visual
doesn't, and vice-versa". I understand your point when you say it
wouldn't promote an equal relationship, but can you elaborate on
that? What games were these and what was the purpose?
I hope you all had a wonderful Christmas and, in advance, a happy new
year!
David G
------------------------------------------------------------------------
*De:* [email protected] <[email protected]> em nome de
Arianna Sepulveda <[email protected]>
*Enviado:* 24 de dezembro de 2019 03:01
*Para:* [email protected] <[email protected]>
*Assunto:* Re: [blind-gamers] Games for everyone
Luke, my husband and I play RPGs with a group of friends over Skype.
We're scattered across the United States, but it seems to work for us.
We met in person when we could, but things changed for some of us, and
we invited others from different states who were friends of friends.
Anyhow, things seem to work well for us.
Thanks,
Ari'
> On Dec 23, 2019, at 5:51 PM, Luke Hewitt <[email protected]>
wrote:
>
> Zack, I have two specific problems with online rp.
>
> Firstly, is simply the matter that it's online, you just don't get
the same atmosphere and level of adrenaline or camaraderie that you
get with people in the same room, Rp when done properly can be as much
fun as improvised theatre and can make for a massive amount of
creativity in both the gm and the players, and you just don't get that
sort of buz or fellowship over the internet.
>
> Secondly, most of the times I've seen rpgs online they've usually
been in the setting of pre existing online worlds like muds or browser
games, or at least forums with a large number of participants and a
pre defined world or set of actions. This means most of the other
human players are player characters in their own right.
>
>
> Maybe some people who enjoy the second life aspect of gaming like
this setup, but myself, one of the things i loved about tabletop games
is that with a small number of players and a human Gm, the party were
always the heroes, and the story about them.
>
> the Gm could provide all the npcs we needed, be they ever so miner,
or could tailor the interaction of the villains or allies to the party
and their plot.
>
>
> To take one example, the longest running game we played was mutants
and masterminds (and yes, that from me who really isn't keen on suepr
heroes).
>
>
> My character was a concert pianist who picked up a magitech battle
suit which turned out to be an ancient Egyptian device.
>
> When finding out the history of the suits, we disocvered one of them
was dedicated to the god Set, and was supposedly the guardian of
chaos, whereupon slightly later, someone in a snake armoured suit
showed up as a vigilante.
>
>
> The gm later said he'd made this character to be a villain and my
character's personal nemesis. Only problem? My character was quite
into the idea that someone could use the so called evil suit for good,
and on the occasions that the evil suit went wrong, we were clear it
was the suit's fault not the pilot's.
>
>
> In the end the character intended to be a villain actually became an
ally, and the gm admitted that we were all just way too nice to him :D.
>
>
> this is what I mean, a human gm is not only as adaptive as the
players, but can also tie the world around them. The players want to
go and warn the authorities instead of exploring the spooky house?
Well let's follow that and see what the authorities do. The players
decide that actually the captive can wait whilst they deal with the
oncoming enemy hoard and so defend the city? Well let's deal with that.
>
> And of course that's aside from all of the shop keepers, bystanders,
and goodness knows who else.
>
> You just don't get that sort of flexibility in story in an online
world, since in an online world, everyone is the main character of
their own story.
>
>
> At most you wander around a while and have perhaps a desultory
conversation in a room or to, then go off to do something else.
>
>
> Of course I admit part of this might be me. I'm no fan of pvp, and a
lot of rp in muds is based on factionalism, which just doesn't
interest me in the slightest.
>
>
>
> Of course, there are rp games run over skype I've heard, which might
work despite missing all the social factors of roleplaying, and I have
heard of a few instances which specifically have smaller groups such
as storyium, though I've not seen one which works quite the same way a
good tabletop session goes up to now.
>
>
> All the best,
>
>
> Dark.
>
>
>
>
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