I think I'm going to start work on an Asperger's-related RPG
Don't have automatically happening conversations. Don't let someone or something tell the player what the quest is, what they have to do, where they have to go, etc.
With so much going on on the screen that it's impossible to figure out what's important and what not.
After 10 minutes any NT gamer will give up.
It won't be a fun game but at least people will be able to experience being like us.
That sounds a little bit like something I did. I already posted it in another thread but if you haven't seen it yet, the game is called Elle and the link is >>here<<
Don't have automatically happening conversations. Don't let someone or something tell the player what the quest is, what they have to do, where they have to go, etc.
With so much going on on the screen that it's impossible to figure out what's important and what not.
After 10 minutes any NT gamer will give up.
It won't be a fun game but at least people will be able to experience being like us.
There's a difference between making people aware, and annoying them. If people take the time to try to understand the communication issues, I'd personally want to make it relatively simple to understand the concept. YMMV.
What does YMMV stand for?
What's it going to be about? What will you have to DO?
I'm not going to give away too much about the plot, who does that? Plus it will be pretty loose. >_<
...after rolling dice for several hours, do you get to DO anything?? If so - what??
That is the other guy's idea for a tabletop RPG, which is pretty different from what I'm doing.
I've worked on several game projects and 90% of them failed during development.
The reason was ALWAYS because it had no plot/story/plan/storyboard. If you don't know the end goal and basic story, you won't know how to get guide your character & story development towards that end.
IF you wonder why I'm harping on that is because it's the essential element that means the difference between possible success or guaranteed failure.
Story and narrative aren't the most important thing in a game. I suppose in an RPG it would have a little more emphasis, but unless you want to make an interactive film, a game's mechanics should be its strongest feature. If the game is fun to play then you've done well. Unless your intention is to send a message through the game (which I think you are), then it may be necessary for it to lack in the 'fun' aspect, but even then your message should still be given through the mechanics, otherwise players may get the feeling of having your message force fed to them.
What does YMMV stand for?
Your Milage May Vary. Ie, "we'll agree to disagree".
_________________
Our first challenge is to create an entire economic infrastructure, from top to bottom, out of whole cloth.
-CEO Nwabudike Morgan, "The Centauri Monopoly"
Sid Meier's Alpha Centauri (Firaxis Games)
I look forward to seeing your results!
I had an idea for a game about autism, but like all my other magnificent ideas, it's getting suffocated under my executive functioning issues. It was going to be a puzzle sort of thing about a barely-verbal magical girl who has to make friends with someone for her powers to work. ^_^;
The pilot scans the manifest tag on the last cargo pod of supplies as the bots move it through the shuttle's hatch and into position next to your party on the dusty spaceport ramp. He stops for a minute and looks your group over with a concerned expression.
"Listen," says the Pilot, "You don't have to go through with this. Everyone will understand if you back out. This is Drelath, the place of fools and heroes. Nobody really believes all these tales of limitless wealth among the relics here. Only the very strongest and most skilled have survived this place, and only a few of those struck it rich on what they found. No one will blame you guys if you come back with me now, and I'm sure you can get some kind of disability allowance on the station. What do you say?"
No one in your party will meet the pilot's eyes and no one makes a move toward the shuttle. The pilot's face hardens.
"OK, you dumb freaks," mutters the pilot as he climbs up to the hatch on his ship, "it's your funeral."
You hear the whine of heavy servos and look away from the shuttle to see an automated hauler as it grabs the cargo pod and maneuvers it onto its load bed. The machine is marked "04" in huge stenciled letters and there is a logo on the side: Drelath Port Authority. The machine moves swiftly down the rough gravel road that leads into the dark forest to the West.
As you watch the hauler go, you hear the shuttles engines firing up. An incredibly loud klaxon sounds and speakers around the ramp blare out in a mechanical voice,"Ship launching. Take cover! Ship launching. Take cover!"
Each member of the group, please roll 2d6 against sensory overload.
<everyone makes it but Bob>
Everyone but Bob clears the ramp and takes cover behind the blast shields on the perimeter. Bob is trying to speak through a clenched jaw, clenching and unclenching his fists and rocking slowly forward and backward. Hot plasma lashes out from the shuttle's lift engines and washes across Bob, melting the pack he is carrying and all his clothes and gear. Bob sustains burns across his entire body and falls dead to the ground as the shuttle moves swiftly into the orange and gold double sunset.
Will anyone try to revive Bob?
Saraswati the Med Tech will use a nanite pack to try to reanimate Bob.
Drugar the cleric will pray to Cashor the Lord of Unfolding for healing for Bob.
They throw meltdown checks. OK. Cashor prays. His moving and emotional plea to the goodness of cashor echoes off the surrounding hills. Nothing happens.
Saraswati applies the nanite pack and Bob's smoking corpse twitches as the tiny devices begin to rebuild his tissues.
"We have a pulse!" cries Saraswati. "Brain waves are up. Systems back online."
"We thank you, mighty Cashor, Lord of events!" chants Drugar. The rest of the party roll their eyes, except Bob who is now being held in a coma by the nanites as they rebuild his nose and ears.
It's getting dark and the forest is suddenly full of a throaty roaring. It could be something like a bear or lion... what do you do? There was a an automated taxi waiting by the road to town, but while you were tending to Bob's corpse, it left.
The group walks toward town. You notice a sign by the roadside that reads "Welcome to Drelath. The place of no return." Beyond is another sign:"Visit Shady Coves Supplies for all your exploration supplies, survival gear and weaponry. We have the lowest prices in town because we're the only shop in town."
Everybody make a throw against obsessing about the animal sounds....
The adventure begins.
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