Women with Initiative: Elsa Sjunneson-Henry

Hi all! Today’s Women with Initiative feature is with Elsa Sjunneson-Henry, a well-known writer, designer, editor, and creator, as well as a accessibility coordinator and consultant for conventions. She is a huge advocate for disability accommodation, representation, and accessibility in gaming and fiction arenas, and has started doing educational programs like the Writing the Other Master Class, Writing Deaf and Blind Characters coming up September 10th (spots are still open!)
Elsa blogs regularly on Feminist Sonar, talking about everything from feminism on screen to her personal experiences and how they impact her and the world around her. She’s worked on a number of fiction and RPG products including writing Elizabeth Bathory for Dracula Dossier, and her current game DEAD SCARE, a tabletop RPG of zombies and 1950s housewives that Kickstarted last year. I asked Elsa a few questions about her work on DEAD SCARE.

What were the most important things you found you had to focus on while designing DEAD SCARE in terms of inclusivity, accessibility, and staying true to the fictional goals you had for the game?

I wanted to write a game about zombies that wasn’t actually about the zombies. At its core, DEAD SCARE is about communities, and how they react under pressure. In order to do that, I needed to pay attention to how women differentiate themselves from each other, while still making sure that each and every single playbook could be played by a woman of any race, class, ability or age. It was important to me that racism not play a part in the way in which the game read to players.

DEAD SCARE can include some very scary and intense situations. How do you design the game to help GMs and players navigate you, and do you have an example of an experience at the table where you thought your efforts in that regard showed fruitful results?

DEAD SCARE has a section on what I call the tone dial. Essentially, you can play DEAD SCARE any number of ways, from it being a LEAVE IT TO BEAVER episode where zombies just happen to show up and ruin the church bazaar, to a game where everyone engages with the social and political struggles of the 1950s. It’s a game where you opt in to the difficulties, not a game where you force players to engage with them. I like to run Dead Scare as a story about community, but some players want it to be a dungeon crawl through suburbia.

What lessons have you brought from your work on Dead Scare as you move forward with more RPG products, and what projects are on the horizon for you?

DEAD SCARE taught me that I shouldn’t be afraid of mechanics, which is something that I have brought forward to my work on the FATE ACCESSIBILITY TOOLKIT. In the next few months, though, I am focusing on teaching writers and how to write disabled characters. I’ll be teaching a course with Writing the Other on writing D/deaf and Blind Characters. I’m currently working on a book which I’ll be querying to agents hopefully this fall, and many short stories. I’m working to diversify what I write, moving to do more fiction, because I love it.

Thank you so much to Elsa for allowing me to interview her for this month’s feature! Make sure to follow her blog posts at Feminist Sonar and her words on Twitter @snarkbat, and you might still be able to grab a spot in her Writing the Other Master Class on Writing Deaf and Blind Characters by registering here


This post was supported by the community on patreon.com/briecs.

I AM Mental

A slight diversion from our normal content, here. It’s semi-political, if my mental health is political. 

Content/Trigger Notice: mental health, depression, bipolar, and similar illnesses are all discussed/specific mentions of binge drinking, suicide, and self-destructive behavior. 

I was going to write about Are You Mental? and its Kickstarter when I got home today. I don’t need to, because there’s this excellent post by Kate Bullock, who is wonderful. I’m going to say shit anyway.

I know I do problematic things in relation to mental health and representation, I totally do, but I’m also extremely aware of how my literal crazy is heavily misrepresented by media and fiction crazy. See, here’s the thing. I live my crazy in public. I don’t think there has ever been a day when someone has asked me about my mental health and I’ve denied them an answer. I joke about it, occasionally, but not often. Often, I’m too busy with it. 

For reference, I have bipolar disorder, anxiety (generalized and social), mild obsessive/compulsive behaviors, issues with seasonal depression, a history of emotional abuse, and have many panic attacks.

Somewhere around 2013ish, I’m not sure when, I started a spiral into an incredibly tragic and damaging mixed/manic episode in which I destroyed friendships, professional relationships, had abusive relationships and may have been abusive myself, wasted more money than is reasonable, experienced massive physical health issues in part because of the irresponsible and self-destructive behavior, and I did a lot of wrong things, including some things that other people would never admit to.

If you ask me? I will try to tell you honestly what happened. There are some times I don’t really know. The funny thing about being so crazy is that you don’t always remember the worst things. Or the best things. Like, I remember drinking an entire bottle of vodka after my then-partner screamed and shook the dinner table for half the meal and tried to hit me. That was not my crazy, nope, but there it was, nestled in the situation my crazy put me in. I don’t remember seeing some of my best friends at conventions where I was so manic, so close to breaking, that I didn’t really sleep for almost 72 hours, and barely ate, and talked so fast I don’t even remember how I managed to talk. I crave those moments. Those moments, at a gaming con, as a gamer, where I was crazy.

I am well medicated, doing therapy, and thankfully with access to good healthcare to keep those things. (No worries, potential employers!) Not everyone has that. Even having it doesn’t mean you’re safe. Everyone who watches me on social media sees these ups and downs of my moods, my bleak moments of depression, my hypomania. Lithium is great, but it does not cure me.

If you sit down and play a game, and you play a mad character, a crazy character, oh, it’s so exciting, isn’t it? To be crazy? To be INSANE? You can do whatever you want! No matter what you do, it’s okay, you’re crazy! Hahaha OMG NOT REALLY.

My freelance career is mostly in tatters. I couldn’t do the work. I couldn’t’ focus. I got nothing done. I have some work – thanks to some very, very generous people – but I’m not a professional. I burned that flag to ashes and dust. I was not a nice person. I wasn’t respectful. Hell, I honestly feel like I lost tons of social relationships alone on this, in part because everyone thought I made someone cheat on their wife,* because that’s totally something I want on my resume.

I am very honest about my mental illnesses so that people can see, in reality, what crazy is. It is not laughing enthusiastically because things are so, so funny, it’s laughing because you actually can’t stop and you don’t know what’s wrong and if you stop you might die. It’s not feeling morose and sad, sitting at a windowsill dripping with raindrops, it’s sitting on your kitchen floor crying because you almost killed yourself, again, you might do it again, you might die. It’s not being nervous around new people you’ve never met before, it’s being afraid to go to your best friend’s house and if they see how much of a goddamn mess you are, you might die. Some of these are figurative. Some of them are extremely not.

Are You Mental? may be super fun and exciting and make a lot of people very happy. All I can say is that I am, actually, mental, and games like that make me feel like I should fucking die.

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Small addendum: 1) I am not asking for this to be paid via Patreon. That feels weird. 2) I did do consulting on the essays for mental health representation in the Lovecraftesque game by Becky Annison and Joshua Fox, and I’m available to do that for other games. Just comment and tag me and we’ll go from there.

*I literally have no desire to deal with people’s defenses of this or justifications. Just leave it alone, it’s better off dead.


This post was supported by the community on patreon.com/briecs.

Whose Stories We Tell

If you are making a thing about people who are not like you, you should talk to people who are like that.

I can’t count how many game ideas or fiction ideas I’ve dropped completely because I couldn’t do the research, didn’t have the time to interview, or couldn’t read accurate accounts. People’s stories matter so much. We should not fly off the cuff. We should not make assumptions based on media.

If you’re working on something about people other than you that those people could be emotionally affected by,* pause and 

Consider whether you should do it at all. 

If you’re still determined to do it, look for the people you are writing about or people similar to them. Ask them if they will share their experience. If they will not,

Consider whether you should continue.

If you’re still determined to do it, look for accurate and complete personal accounts. If you can’t find them, or they seem unreliable, or they are confirmed to be inaccurate,

Consider whether you should keep going.

If you’re still determined to do it, review the available media regarding those people or their experiences. If you can’t find them, or they seem unreliable, or they are confirmed to be inaccurate,

Stop.

That’s right. Stop. Take a break, return to it later. Think about why you want to tell these stories.

Ask yourself:

  • Are you willing to tell stories without people’s permission?
  • Are you willing to tell stories without accurate information?
  • Are you willing to tell stories that could be inaccurate or misleading?
  • Are you willing to tell stories that could damage reputations, risk people’s jobs, or their lives?
  • Are you willing to tell stories that ignore people’s identities, stereotype them, or marginalize them? 
  • Are you willing to lie?

If you answer yes to those questions, I say to you: Look at your life. Look at your choices.

Walk away.



*Sex, wars, religion, gender, queerness, identities, trauma, politics, etc. – all of these are important. Imagine if someone wrote a story about something you consider personal and emotional, like about your life personally, and told it wrong, and maybe even lied or misrepresented you in a way that stereotyped you or made you seem dangerous, evil, or just simply wrong. If it’s a topic like that? Think about it.


Note: When you consult people, compensate them fairly for their time and experience.


This post was supported by the community on patreon.com/briecs.

How Interactive is Your Game?

As a roleplayer, I have played in a number of different situations. Most people have played home games – at your place, or the home of a friend, in a closed environment. Some people have played at local events, or even large cons like GenCon. With larping, people play in all types of environments – small house events, large outdoor weekend events, convention hall rooms, and so on. Our environments often shape our play – how loud we talk, whether we move around, and our props or costumes.

Today I’m thinking very deeply about interactivity. This is not just “does your game involve you and do you do a thing,” but instead “how much does the player emotionally and physically interact with a game?” I wasn’t able to find a lot about interactivity in relation to tabletop and live-action roleplaying games. If I’m missing something, obviously feel free to share them in comments, but please avoid diluting my points.

I’m proposing some concepts on how to evaluate interactivity in tabletop and larp, and these are key for accessibility and player choice

Ask these questions:

  • Will players sit at the table, stand, or move around, or a combination of those?
  • Will players speak in character, use distancing (third-person), or alternate as comfortable?
  • Will players “perform” their character – changing from sitting at the table to standing, entering into other players’ personal space, raising their voice, moving hands more than just standard “talky” movement?
  • Will players be required to do these things, encouraged to do them, or have the option to do them?
  • Is there an opt out option for any of these things, or is the only option not to play?(1) 
  • Will players be in separate spaces, or in one space?
  • Will players need to move from space to space?
  • Will players have assistance moving from space to space if needed?
  • Will players have character sheets, index cards, name tags, props, or other materials to represent characters, powers, abilities, or resources?
  • Will these materials be available in alternate formats, or is there a standard?
  • Is it possible for players to have access to materials in advance?

There are probably more questions to be asked! This is a really complex subject, and it’s come to me from a very specific place: my own fears. Most people who know me are aware that I operate with pretty clear awareness of my fears because without that I can’t make it past them. This comes through in games! I ask for use of X-cards or Script Change or pre-game discussion on boundaries because I can decide then what I’m really comfortable with, and with who. However, the one thing that none of these cover by default or even in some extrapolation is interactivity. 

We rarely discuss at the table “Hey, are we going to talk in-character for this session?” or “Can I stand up if my character wants me to?” or “Can I sit while others are standing in this session?” or “Can I just write these character stats on an index card for while we move around?” However, these questions are incredibly important! Not just from an accommodations point of view for mental or physical disabilities, but also from the perspective of safety and comfort. I’ll give a brief example.

I was playing a local home game with some people I was mostly familiar with. It was an emotional game, for sure, and the situations were pretty intense at times, but after a few sessions, we had still only used descriptions of raised voices or physical action, and that had been okay. However, the GM at this point brought forth a very (for me) scary and intense situation. In playing the NPC character, they stood up, walked over to me, and screamed at me. Repeatedly. As someone with some history involving abuse and raised voices, the combination of the yelling and interference with my personal space completely terrified me. At that point my mental options were to 1) react violently (which I didn’t), or 2) freeze up. I haven’t spoken to the person about it,(2) but that’s partially because I still feel anxious around them.

I can’t be the only person who has experienced this. If I had known that these kind of actions would have occurred in game, I might not have ever played. Did I have good times? Yes. Was it worth that panicked experience? No.

Upon hearing recently that some people at Games on Demand were playing with more intense interactivity (characters were arguing, so players raised their voices and were physically acting), it brought this idea to the forefront. I’m really frustrated that I haven’t seen a lot of discussion about this, actually, because yes, we’re all playing games and having fun. But, not everyone has fun in the same way, and not setting these expectations can ruin someone’s time.

This is normally when people come in with the “if they don’t like it, they don’t have to play!” or “we aren’t writing/running games for people who won’t do improv/aren’t willing to be physical/can’t handle intense situations!” and you know what? Fuck you. I’m actually really tired of it. Games are not just for one specific class and type of people. You can design games and run games in any way you want to, but if you aren’t willing to tell people up front what to expect, you are doing it wrong.

There is no reason I should be unable to play games because I am afraid someone will shout at me at the table. There is no reason I should be unable to play games because I can’t stand for four hours. I might not be able to play all games, but I should be able to play some games, and if someone tells me the situation and expectations, I can determine whether I can meet those expectations of that game. 

If you are designing games and/or running/facilitating games, please take these things into consideration. It may take time! It may even take effort! But if we want people to enjoy our games, why wouldn’t we take time and effort? People have spent decades designing entire adventures with the minutiae of what potions are available in a chest in the sixteenth room of a 25 room dungeon, so I think we could take a half hour to ask ourselves how interactive our games will be, regardless of their type, to ensure that everyone involved has a good time and can contribute to the game comfortably.

Thank you for reading!

(1) The second is not condemnation, it’s just important to note.
(2) If you see yourself here, this is not the time to talk about it. If I ever want to talk to you about it, I’ll come to you.


This post was supported by the community on patreon.com/briecs.

We Need to Talk About Disabilities and Gaming

Talking with John (husband) about disability literacy for the able, how literacy is a weird term, & how to handle being unable to write at a game table.

Virtually every RPG requires the ability to read and write. This is an issue for bringing games to illiterate individuals (who exist!), which is another huge thing that I don’t even know how to address. However, something I can address is my own situation.

I have hand tremors that have grown relatively significant and some minor muscle spasms. I can’t handwrite really at all anymore. I risk tearing paper or very far stray lines, and it’s also really stressful to try to write because it’s embarrassing and difficult (and sometimes painful because of the muscle strain to avoid shaking). The issue here is that almost every single game involves writing at least something on a character sheet and I have no real objection to that. I like customizing characters. However, these days I need a second set of hands to do those things.

When I go to a table and have to ask someone to fill out my sheet, it’s awkward and embarrassing. Most of the time it is eased because I’ll go to tables with friends (this is part of why I seek out friendly, familiar tables). However, I sometimes want to game with new people! I can’t always rely on people I know to help me write down my stats and stuff, and I want to emphasize that having friends at a table will always make this easier, but it is not enough.

There is a huge lack of literacy in regards to disability in the world in general, but I’m surprised at how significant it can be in the gaming world. I realize that it’s hard to achieve this, as schools don’t really address it, workplaces do their best to avoid it, and honestly, disabled individuals can easily be alienated socially too. But it’s really not okay.

If I ask for help at a strange table, I get stared at, awkward mumbles, and eventually someone will help but it’s very hard to feel comfortable at that point. I’ve outed myself. I have to give an explanation. It takes time away from the game, I delay the other players, and I know it’s an inconvenience, and it also puts me in a weird place socially. Now I’m kind of the invalid, I’m a weight on other players. They treat me differently, and it makes me feel really sad.

The issue, in reality, is not that I can’t get help. Most people will (even if begrudgingly) help me. Some are even happy to do it. At friendly tables, it’s awesome because my friends are so supportive. At a stranger’s table, it’s harder. People don’t know enough about disabled people to know how to react when a disabled person needs help. They don’t know that it’s just a simple need, so sometimes they treat me like a child. They don’t know how extensive it is, so sometimes they get annoyed.

I’m writing this massive blargh of text to say this: We need to talk about disabilities and gaming. There are some great people talking about it already (Elsa S. Henry and Shoshana Kessock to name a couple, and I think Matt Weber as well, and I know there are more of you out there!!), which is awesome, but more than a few people need to be talking. We need to ask for accommodation at conventions and events. We need to talk to players and GMs about how to help disabled players at their tables. We need to be willing to help, and to not judge people for needing help.

I’m asking now, as a gamer and designer and player and everything else, for your help in teaching others how to be an ally for disabled gamers, in working with businesses and organizations in gaming to make things approachable for disabled gamers, and in making spaces more accessible.

Here’s the thing. I’m here to support you in this effort, but in part because I _have_ disabilities, I need more legwork from those who have the energy. Speak to disabled gamers to get their feedback, do research online, and be aware of situations that might put disabled gamers at a disadvantage or keep them from participating. This week, I spoke to John Ward at GAMA about Origins, and we discussed some work they’re doing to improve registration next year to make it more accessible. All it took was a polite and well-worded email and a willingness to discuss options, and I think that next year’s registration might be a lot easier for me and players like me. It’s worth the effort.


I hope you’ll join me in this. I know we have a lot of causes and inclusivity movements to keep up with, but if you can take just a little time – even if it just means helping a player out at a con table you share and treating them like a person when you do it – it can really make a difference.


Thank you to my friends who have supported me while I’ve dealt with my illnesses. You’re the best!


This post was supported by the community on patreon.com/briecs.