at several points this year i have idly joked about giving a talk or writing an essay entitled "DESIGNING TOWARDS ADHD: A MANIFESTO" about designing tabletop rpgs for people with adhd. i'll probably still write a full version of that essay! however: a few months ago, i got down an outline and shared it with some folks, at which point @keftiu told me "tbh hit publish on this; it’s ADHD-length." i think there's a degree of merit to that, so until i do publish a full version, enjoy this draft. i have changed "manifesto" to "handbook" in the interest of making the advice sound less authoritative and more autobiographical. thus i present to you the handbook:
- IF IT IS NOT WRITTEN DOWN IN FRONT OF SOMEONE IT WILL BE LOST
- PUT EVERYTHING ON THE CHARACTER SHEET
- MINIMIZE THE NUMBER OF THINGS THAT ARE NOT A CHARACTER SHEET
- NO MECHANICS GO IN YOUR GAME THAT DON'T ABSOLUTELY NEED TO BE THERE
- THEY WILL BE FORGOTTEN
- I'M SERIOUS
- PEOPLE WILL ADD THE NUANCE IF THEY NEED IT
- PEOPLE WILL GET YOUR GAME WRONG
- JUST ACCEPT IT
- MINIMIZE VERBAL COMPLEXITY
- CLARITY OVER EDGE CASES
- YOUR AUDIENCE IS NOT MADE OF COMPUTERS
- YOU CAN'T SOLVE THE PROBLEM OF SOMEONE ACTING IN BAD FAITH AT A TABLE YOU WILL NEVER SIT AT
- THE ONLY NUMBERS YOU CAN TRUST WILL BE REMEMBERED INTUITIVELY ARE: 1, 2, 3, [GAME-DICE-SIZE], INFINITY, 0
- EVERYTHING ELSE HAS TO BE WRITTEN DOWN
- BECAUSE SEE ITEM 1
- STRUCTURE MATTERS
- DIVE INTO DETAIL WHEN IT'S NECESSARY
- DON'T OTHERWISE
- IT IS OKAY AND SOMETIMES EVEN PREFERABLE TO REPEAT YOURSELF
- TIME IS FAKE
- ONLY PROGRESS METERS MATTER
- "AN HOUR" HAS NO MEANING AT THE TABLE
