Notice
I’d like to start off by saying I make no claims that this method of categorizing or managing the needs associated with conditions of players is the best method. Nor has it been certified by any of the governing agencies for accessibility. This is purely an organizational method to reduce complexity within the RPG space and is subject to modification over time and by the community itself.
While I understand that the stressors of a symptom may vary from condition to condition, I believe the recommended accommodations and modifications are general enough to at least partially support the needs of said symptom.
Categorizations
To support this initiative, we’ve broken the conditions into five types. While there is bound to be overlap of needs, we’ve tried to position them in the categories that you would most likely expect to find them.
Physical
Physical symptoms describe conditions that impact a player’s ability to enjoy the game due to specific physically restrictive or conditionally activated instances of bodily responses, but do not include physical conditions that impact the ability to either communicate or receive communication.
Communicative / Receptive
Communicative and receptive conditions are typically physical or, in certain circumstances, emotional limiters on the child’s ability to either communicate via a specific means or receive external information. These limitations can extend from minor hurdles to a full inability to articulate.
Behavioral
Behavioral symptoms are potentially disruptive to gameplay due to a player’s actions that occur outside of the standard assumptions of behavioral norms. Disruptions may effect the player personally and additionally may impact the GM or other players.
Cognitive
Cognitive symptoms impact a player’s ability to comprehend, compute, or execute a set of instructions, procedures, rules, or story telling.
Emotional
Emotional symptoms impact a player’s ability to take on specific storytelling components, but may also impact interactions between players, environment, and self.