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Deaf player?

Posted: Tue Mar 29, 2011 7:04 am
by willow
My friend was interested in participating at carps, but there's an issue in being that he is deaf and mute I figured he would not be able to fight seeing as he can't hear or make the combat calls but as for rp I was thinking maby a none combat healer or something,what do you think

Re: Deaf player?

Posted: Tue Mar 29, 2011 8:06 am
by Sylas Hay
Let it never be said that CARPs isnt accommodating. While I dont ever recall a similar issue, we did have a player once who barely spoke english.
Non-combat isnt an issue, he'll just have to wear a white sash. My only reservation is, without being able to speak how will he convey any 'healing' calls? Send me a PM, and we'll see if we cant work something out.

Re: Deaf player?

Posted: Tue Mar 29, 2011 12:21 pm
by WayneO42
We dealt with this back in the "Barnes Hall Basement" era for a player who actually never showed up in the end. We were going to use flash cards with the calls written on them. All non-combat ranges are primarily "Touch" anyways. Just tap the target and show them the flash card.

Re: Deaf player?

Posted: Tue Mar 29, 2011 5:03 pm
by Sylas Hay
HOLY SCHNIKEYS!!! ITS A WAYNE!

Re: Deaf player?

Posted: Tue Mar 29, 2011 5:15 pm
by Bastian
Wayne's don't exist. They are merely a legend of a time long ago.

Re: Deaf player?

Posted: Thu Mar 31, 2011 3:52 am
by Gilf
i do understand some sign language and i would be more than willing to help intepret if need be. also careful use of weapon calls could be explained before a fight. i.e. if all damage for the fight was 5 edge than all hits could just be counted. also if all calls for the fighter in question were the same say 6 blunt then no calls would be needed.

Re: Deaf player?

Posted: Fri Apr 01, 2011 10:46 am
by Daniel Lockheart
Hmm, no calls over 10? You could simply flash to him a hand sign before you start fighting. I think it can be worked out. Or he could do non-com and do other things. The RPing potential is always there.

Re: Deaf player?

Posted: Fri Apr 01, 2011 12:07 pm
by Sir Llyshon
We can definitely make accommodations. We need to determine hand signals, or their equivalent for the "danger words" for CARPS.

Luckily "out of game" (crossing arms above head) is pretty universally recognized by all the players and could be used in a pinch if something needs to be addressed.

Re: Deaf player?

Posted: Fri Apr 01, 2011 12:16 pm
by Sylas Hay
Right now we are going to attempt to keep it simple.
~He will be 'non-com' and wear a white sash
~He is playing a healer, and will have his 'healing calls' on flash cards.

We will adjust and grow as we can depending on the circumstances.

Re: Deaf player?

Posted: Tue May 29, 2012 11:28 pm
by Crunch
I have absolutely NO idea why I've thought of this but should this issue resurface I think combat is viable for at least a mute person. Said individual could write the damage calls of their weapons on the weapons themselves in brightly colored tape. and if need be any "armor class" taped in the same way to their armor so its obvious for people to see. more complex things like deathstrike I don't have an naswer for though. and for someone who is deaf as mentioned by Mr. Lockheart flashing your damage to the deaf person before you started swinging would work. also if they were a caster using healing spells and touch based spells would be easy by them using a "spellbook" some kinda book with all their spells written in marker on seperate pages so they would only have to open the book to the page of the spell to show what they were doing.

Thats all I got though.