The following guidance is primarily for child aged players. 

A child’s appearance may appear alarming to other children. While it is obvious to an adult that it shouldn’t matter, and may not come off as a necessary concern for accommodation, it’s important to communicate with other children in the group in advance, not only for to allow them a better understanding of individuality and differences, but to also reduce any potential negative reaction the impacted child might receive.

This falls back onto pre-session communication, with a focus on discussing how differences are only singular aspects of any person’s identity and nowhere near an accounting of the sum of who they are.

Many conditions have an effect of creating drowsiness or fatigue.  Still others without this effect as a part of their condition, may experience it via medication they may be taking. 

If there is a desire from the player to provide assistance, or if it is preferred by them to remain engaged throughout the session.

  • Take regular breaks and when applicable encourage players to get up, stretch, and hydrate.
  • Ensure that engagement occurs more frequently with the child even if it is not within a turn. 
  • If they provide a dietary restrictions list,  avoid those restricted foods. That can also include sugary or caffeinated beverages.
  • Because fatigue also can affect concentration, allow for additional time on the players turn, and encourage/assist with notetaking.
  • If the need calls for it, you can also shorten session times, group fewer sessions together, and avoid complex session components.

Much like in the case of if a player experiences increased absence or tardiness, you can provide reading materials, puzzles, and components for home use, so that the player can be working toward the end goals of the group on their own time and in their own environment without the structured limitation of a gameplay environment or make use of some form of free online communication tool (google hangouts, roll20, fantasyrealms, etc).

A condition may occur that causes alarm to other players and require a response from you.  Things like Seizures, Vomiting, Loss of Consciousness.  If these occurrences are possible or likely to happen, it is critical to communicate not only the likelihood of it’s occurrence, but the response expected from the player or caregiver/guardian.  This is why it’s important to front load information in the pre-planning session. 

If it’s acceptable to the player or caregiver, communicate the possibility of such an occurrence to the other stakeholders.  Often if symptoms are severe, or occur with regularity, the player may be accompanied by an aide or guardian.  In preplanning ensure that you are accommodating for this individual at the table, and if they can be included in the game play, all the better. 

Most importantly if the player is a minor, immediately contact the child’s guardians/caregivers if an episode occurs, so that they are aware of the situation and can respond accordingly.

Keeping to a regular schedule may be difficult.  Sessions can be designed to be only shorter increments, but chained together so that they can accommodate a group dynamic that can handle longer play times.  Determine a story that can explain the occasional disappearance of a hero between sessions.  Suggest that they are researching another angle to a mystery, holding back to ensure that a camp is secure, listening for a transmission, or decoding a program.  Anything that explains an actual absence can be rolled into the narrative so that gameplay and experience isn’t slowed.
It is also helpful in this situation to recap the prior sessions at the start of each new session in order to keep everyone aware of what is happening, while not calling out the reason.  

While it may not be ideal to the gaming environments dynamic, consider options for remote play, or hybrid remote play using online technologies such as roll20, fantasygrounds, zoom, etc.  A purely remote play session would allow all children to be located within their home or location of choice, while hybrid sessions allows for a single player to remotely connect into a device and interact with a seated group.

Additionally you can encourage children by providing them puzzles or exploratory story lines that they can take or work on at home.  This will encourage them to feel like they are still a part of the team working toward an overall case or adventure.

If the issue is a matter of the availability to travel, you can consider the use of implementing technology such as online tele or video communication.  Most smart devices allow for it, but there are also a host of applications that can be used.  Of course, if the venue that hosts the party is what creates the condition, consider altering the venue to a more accessible location.

The following guidance is for child aged players only.  As of right now, we do not have guidance for adults.

Children who have issues with incontinence are likely to experience anxiety with regard to their condition, and embarrassment if an accident occurs.  

Discreetly inform the child that they are always welcome to excuse themselves to use the facilities.  Additionally scheduling regular breaks over shorter periods of time where children are encouraged to get up, move around, and use any facilities.  This should help to mitigate accidents.  

If an accident occurs, do not overreact.  Calmly escort the child to a restroom and follow instructions laid out by the guardian about how to respond.  Remove any furniture that may have been soiled to be taken care of at a later time if possible so that the disruption is minimized.  As always communication is integral, to acceptance.

The following guidance is primarily for child aged players. I do not as of yet have guidance for adult players.

This applies primarily with regard to other children at the table that interact with a child that has this accommodation need, however it is important to address in order to preserve the emotional needs of the child.  Often if children react negatively or mockingly to a child that displays these symptoms, it could create additional factors like anxiety or a depressive state.

The first step is being aware that these symptoms may occur and discussing with the guardian/caregiver what actions are typically taken that are not seen as objectionable to the child.  If those accommodations can be met then pursue them.

It is also important to communicate in advance with the other children (and their parents/guardians) at the gaming table.  In discussing the needs of children with disabilities, focus on the concept that each child has unique characteristics, and while the disability and symptoms exhibited is one of them, it does not make up the whole of who they are.  If it’s possible for the other children to meet with the child’s caregiver, it may allow for questions to come up that may not have been asked, or may have otherwise unfortunately come up during the session.  While playing, encourage the idea that the children are a part of a team, and that as teammates, it is one of the greatest goals of a hero to be supportive of each other.

If the volume of the player is low, reduce ambient noises to better be able to hear them.  Additionally selecting a smaller gaming space allows for lower talkers to communicate more effectively with their peers (So long as they don’t have concerns with spatial anxiety.)   If it is a matter of preference, you can offer more opportunities to use actions to describe preferences.  For instance, using Power (Spell) Cards might allow the player to make selections and have that seen visually to compliment their speech. Movement of miniatures, rather than describing travel can do the same. This will reduce some of the anxiety and frustration that might occur from not being heard, or being asked to repeat oneself.  

The primary thing to realize is that a player that is speaking at a volume may be doing so out of a necessity.  Demanding the player speak up, or showing frustration, is definitely not the way to support them.  Be cognizant of their needs, and focus on helping them communicate in as discreet, and comfortable a way as possible.

Primarily for younger players or when volume is a component of awareness: For players with low or high volumes, if the child and their caregiver are comfortable, and if the cause of volume control is due to an awareness issue, you can consider the use of a simple volume chart.  This is a single sheet of paper that indicates volume levels (Whisper, Low, Group, Loud, Shouting), that help child understand where their volume is at.  A discreet tile or dice placed on a level can let the child know either where they are in volume currently.  

We’ve all been in games (sometimes weekly) where we sit down and get immersed into a game so much that 4 hours seems to just fly by.  For some however, the ability to remain seated is difficult.  If the need to rise from ones chair is controllable to a degree, then allow players to stand and walk around during turn orders, only to return when they prefer, or when it is time for them to engage with their group.  Allowing this ability and communicating it’s availability at the outset of your session could alleviate some of the triggers that cause the need to leave to begin with.

Additionally being out of one’s seat may allow for increased opportunity for active roleplay. Just ensure that you create touchstone points, where it is preferred that the player return to the table, even if standing.

Ensure that the environment is clear of tripping hazards, and if the need to remove oneself is due to a condition that requires access to other facilities, ensure that the path to that facility is clear.

Many issues can require that a player be able to leave the table (often unannounced, or with an irregular frequency). 

If the reason for leaving the table is due to a need for certain facilities, ensure that those facilities are accessible.  If the player needs to move to an area that supports their desire for feeling safe (a safe space) try to determine the needs of that environment in advance, and make that environment available.  This could be something as simple as putting a comfortable chair in another room.  If the player is a child, or has a support care giver, the exact requirements may be best determined in a initial Pre-Session Communication meeting.

If leaving the table is frequent, or persistent, and other players are affected by the absence, you can attempt to roll the disappearances into the narrative, so long as the accommodated player allows for it.  

Ex. “As you’re fighting Agent Orangutan, Tom notices scientific personnel outside of the room trying to flee for safety. With a nod to his compatriots, he valiantly leaps through the door to ensure their safety.”
Reduce difficulty for the time within that campaign while the player is gone.  Additionally if the player is amenable to the idea, you could set their character into a somewhat autopilot mode, where other designated players or the GM their self takes control over the heroes actions.

If the player is the sole member of the team, and no other players are impacted, you can feel free to simply pause the game, and utilize the time toward future planning.

Mobility accommodations to and from the gaming table are most often attributed to the use of wheelchairs and other methods of assisted travel.  So in making attempts to accommodate individuals that either use wheelchairs, or that have difficulty traversing over stairs and the like, you may need to investigate the potentials for a specific environment to game in, that more readily meets their needs.

Most often, the player may have a preconceived location in mind that they are comfortable with.  Consider relocating to that comfortable area, or confirm that the location you are playing in is accessible.

If there is no official means to confirm this, then you may have take it upon yourself to determine if the room you are playing in is accessible from the exterior. Are stairs necessary, and if so, is there an available ramp?  Does the entrance door have a restrictive footer?

While many door widths have a measurements of about 23-27 inches, wheelchairs require a 32 inch wide door to allow the person to comfortably fit through.

Additionally within the room, you must determine that a feasible path is available through the location to the seated area.  I’ve seen this a lot in game stores, where access to the gaming tables, requires passage through very narrow pathways created by shelving.  Ensure that a path is clear of tripping/snagging objects, and that there is enough space to either side of the individual so that they can pass through with ease.  Additionally make sure that access to other facilities such as the restrooms also have those considerations in mind.

Ensure that seating arrangements provide additional space to accommodate the individual at the table as well.  This may include something as simple as providing adequate space between chairs, or possibly changing out furniture such as benches.

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