DIYSPY is a forthcoming co-operative storytelling tabletop game and improv show format.
This card details the care taken in creating this project.
This card is authored by: Christy Dena.
(more information coming soon)
DIYSPY Care Card
Player Care
Care Element
Instructions
Care Impact
Accessibility
Actioned
Technique(s)
Instructed alternative methods
Description/Reasoning
If movement is limited, players are encouraged to gather objects within reach, and/or other players can gather objects on their behalf.
Player Care
Care Element
Instructions
Care Impact
Accessibility
Actioned
Technique(s)
Instructed alternative methods
Description/Reasoning
Instructions are distributed between players. Players are encouraged to read out for those unable to currently see the instructions.
Player Care
Care Element
Art
Care Impact
Accessibility
Actioned
Technique(s)
Double-coding
Description/Reasoning
For different colour-blind players, all information is communicated through colour AND shape/patterns/etc.
How I Found Out
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Sources 2
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Player Care
Care Element
Player Discussion
Care Impact
Accessibility
Actioned
Technique(s)
Instructed alternative methods
Description/Reasoning
The game needs player discussion. At present, all players will need to hear their fellow players. Though, if they know sign language, it’s fine!
Player Care
Care Element
Social Play
Care Impact
Interpersonal Relations
Actioned
Technique(s)
Player-Player Prosocial Interactions
Description/Reasoning
There are no rules or mechanics that are anti-social. All between-player actions are supportive, deepening, and complementary.
Player Care
Care Element
Social Play
Care Impact
Interpersonal Relations
Actioned
Technique(s)
Deepening Interruption Mechanic
Description/Reasoning
The interruption mechanic is replaced with a deepening mechanic. So, instead of trying to put off the storyteller, interruptions end up making the story more interesting.
Player Care
Care Element
Social Play
Care Impact
Interpersonal Relations
Actioned
Technique(s)
Player to Non-Player Prosocial Set-ups
Description/Reasoning
Non-player characters are depicted in non-aggressive and silly situations.
Player Care
Care Element
Social Play
Care Impact
Interpersonal Relations
Actioned
Technique(s)
No Heirarchies
Description/Reasoning
I removed all elements that can be used as a superior-inferior relationship between player-characters. (Example: I removed the character trait of being experienced or new because some players used that to bully.)
Player Care
Care Element
Social Play
Care Impact
Interpersonal Relations
Actioned
Technique(s)
No violent props
Description/Reasoning
To prevent anti-social play between player-characters (and NPCs) there are no guns, knives, bombs, etc depicted in the game gadgets or settings.
Design Care
Care Element
Instructions and Cards
Care Impact
Decolonial
Actioned
Technique(s)
Decolonial Language, Optionality Design
Description/Reasoning
I avoided verbs that limit play to a non-mutual flourishing: such as extract, take, break-in…. Instead, I use terms such as gather, enter, and carry instead.
Sources 2
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Design Care
Care Element
Art
Care Impact
Diversity
Actioned
Technique(s)
Diverse Representation
Description/Reasoning
Characters are not all thin, young, and white. Instead, they have different body shapes, races, and abilities.
Team Care
Care Element
Collaboration
Care Impact
Colleague Wellbeing & Safety
Actioned
Technique(s)
No Ambient Endorsement
Description/Reasoning
I’ve been careful not to collaborate with colleagues who are either known to be toxic or are willfully ignorant about toxic design. This is to avoid other people thinking they’re good folks by association. We all stuff up with our collaborations and our actions. But I try not to help good-wash folks.