[HN Gopher] Study: Playing D&D helps autistic players in social ...
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       Study: Playing D&D helps autistic players in social interactions
        
       Author : tomgp
       Score  : 146 points
       Date   : 2024-09-06 09:05 UTC (13 hours ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | 1GZ0 wrote:
       | Had many similar experiences when role playing in video games
       | like Minecraft with an autistic relative. Him putting his needs
       | and emotions in the context of the game made him readily engage
       | in banter in a way that he would normally have a tough time
       | doing.
        
         | fiftyacorn wrote:
         | From experience it can be hard to judge whether participation
         | in the banter is truly them putting themselves in the context
         | of the game, or just mirroring the existing banter
        
         | idiotsecant wrote:
         | People on the spectrum are often quite adept at 'task based'
         | communication, in the service of clear objectives and common
         | goals. To the point that neurotypical friends and family might
         | be frustrated that they are so focused on the task. It becomes
         | more difficult when that socialization is open-ended.
        
       | holsta wrote:
       | I've run games with self-described autistic players, and I found
       | it a supreme challenge.
       | 
       | * Being unable to complete a character sheet unless someone
       | walked them through it and made every decision for them * Being
       | unable to come up with character background * Not being able to
       | communicate if they were coming to a game or not * Being 30-40
       | mins late without communicating * Walking around, playing on
       | their phone * Demanding handwritten journals / game tracking
       | because the sounds of typing ruined the immersion for them *
       | Constantly having to remind them of rules from session 0, such as
       | 'no alcohol before or during the game' * Extreme arguing over
       | dice rolls * Projecting their trauma onto many character and DM
       | interactions * Showing up with real-life gifts for the DM,
       | expecting in-game rewards
       | 
       | Most recently, I lasted 12 sessions of 4-6 hours each before I
       | cancelled the game. It killed my joy and I haven't DM'd since.
       | It's been years now.
       | 
       | Typing that out made feel sad.
        
         | voidUpdate wrote:
         | It sounds like you just had some awful players, I've played
         | with a lot of people on the spectrum and the majority of the
         | time they've been fine to play with
        
           | AnEro wrote:
           | Yea mostly they are obsessive about the game like I'd say
           | they'd be more likely to be min-maxers from my experience.
           | Just unintentionally so you don't have alot of the toxic
           | downsides of the min-maxers of forcing xyz situations or not
           | having a backstory, it was more thats how they had fun
           | building a character.
        
             | voidUpdate wrote:
             | Yeah, generally I will minmax a bit, but I do try to bear
             | in mind the character themself when I design them, so I'll
             | try to organise stats optimally, but pick thematic spells,
             | for example. I have fun not dying, but also in having a
             | character that makes sense to me
        
               | AnEro wrote:
               | Which makes it so fun to dm! I had someone make basically
               | a batman character, but it was a min-maxed goblin shadow
               | monk. Who thought he was a great investigator but wasn't,
               | which always was funny to have a dumb batman trying to
               | insecurely inserting himself into situations he
               | shouldn't. He didn't meditate, he 'brooded' and was only
               | technically useful in stealing/combat or when wisdom was
               | in play. So at the campfire he'd be able to console the
               | warrior for losing with the wisest thing that character
               | has heard, only to follow up with something extremely
               | dumb immediately after.
        
         | mikebonnell wrote:
         | Would highly recommend checking out Critical Core -
         | https://gametogrow.org/criticalcore/ which makes it much easier
         | for both players to start and DMs to manage
        
         | tourmalinetaco wrote:
         | I've had similarly poor experiences, unfortunately. I have two
         | autistic friends, and they're good people, but they both have
         | very... specific ideas of what a fantasy world must entail, one
         | of which is far more attainable than the other, if they could
         | properly play along. So one wished to be a mary sue-esque elven
         | princess wizard, which I okayed because they were at least
         | trying, although decisions such as weapons, prepared spells,
         | and especially combat were harder for them so I guided most of
         | those. My other autistic friend was particularly difficult
         | though. His favorite character is from a retro video game, and
         | he wanted to play that character, which by itself is fine.
         | However, he wanted to play his _fanfiction_ version, which he
         | said was a "lone wolf" who wouldn't stick with the party, and
         | he wanted his uber-special one-shot sword. I worked to bring
         | him down a peg and got him to agree that, for the sake of the
         | mission, he should stay with the party and if "lone wolf" is
         | particularly important we can do games outside of the main ones
         | too. Unfortunately that session ended rather poorly because not
         | one of my 5 players could focus.
         | 
         | The last session I tried a year or so ago, and had the same
         | person fanfic-writer attempting to demand control for everyone
         | in the party because he "was the better tactician" because he
         | "played Fire Emblem before". My players ignored him and he got
         | upset, and I had another player leave for unrelated reasons
         | (D&D just wasn't their thing, which I understood).
         | 
         | Now he's been "trying" to make his own campaign, so he can get
         | the control he desires from running the monsters, but that's
         | been somehow slower than his other projects.
         | 
         | Typing this out made me sad too, I haven't been able to DM
         | properly for a while.
        
         | entropie wrote:
         | > Being unable to complete a character sheet unless someone
         | walked them through it and made every decision for them
         | 
         | We used to play various table-top role-playing games over 20
         | years ago. D&D is known for its totally humiliatingly complex
         | character creation, which is usually totally unnecessary,
         | especially when 'learning' new players.
         | 
         | Edit: sorry for my confused mind; I meant DSA not D&D.
         | 
         | Character background is also not that important in my opinion.
         | You simply explain that the goal is to play a role and that the
         | character's background is important and determines his actions.
         | Demanding that everything is well thought out increases the
         | barrier to entry immensely. So keep it simple.
         | 
         | I remember my first ~~D&D~~ (Edit: DSA) sessions with new
         | groups where it literally took us 5 hours to get all the
         | characters ready.
         | 
         | Our group, after years of experience, simply explained the
         | world to new players (we preferred to play World of Darkness,
         | or shadowrun). We asked them what they wanted to play and
         | roughly decided together with them what their strengths and
         | weaknesses were. Rolling dice was more of a show for the
         | newcomers, we hardly ever rolled dice ourselves. If you had
         | 9/10 points in physical strength, we didn't think you needed to
         | roll if you hit someone in the face. That just hurt.
         | 
         | Our rounds became more and more enjoyable over time. Fewer
         | rules, fewer dice orgies. More common sense. More focussed on
         | each other and on the game itself. At the very end, we even
         | played without a game master. Often ancestor rounds in world of
         | darkness (vampires that were several hundred years old.
         | Something like demigods.) Dice rolling was more or less
         | obsolete. We had night-long in-charachter conversations.
         | 
         | Oh, I miss that very much.
         | 
         | I have autistic traits and it definitely helped me to put
         | myself in other people's shoes. But it helped me even more to
         | overcome my speech disorder and to learn how to deal with it
         | (stuttering).
        
           | thfuran wrote:
           | Has there been any edition of d&d where character creation is
           | more involved than any edition of shadowrun?
        
             | aetherson wrote:
             | No. I don't know what your parent poster is talking about.
             | D&D chargen is not in any edition of the game terribly
             | complex.
             | 
             | It's not wildly simple, either -- D&D is squarely "rules
             | medium" and there are plenty of RPGs with simpler chargen.
             | But it's not notably hard for its space.
             | 
             | 20 years ago there was more manual calculation of numbers
             | on a character sheet, that now is likely to be handled by a
             | digital sheet
        
               | entropie wrote:
               | Yeah you right; I meant DSA and edited my comment
               | accordingly.
        
             | entropie wrote:
             | Ah my mistake, I meant DSA and not D&D.
             | 
             | In my opinion, character creation in shadowrun is
             | relatively simple, if a little time-consuming. In WoD
             | character creation takes 10 to 30 minutes max, even for a
             | complete beginner.
        
               | throwway120385 wrote:
               | Backstory and internalizing the game system is a lot less
               | straightforward in WoD though because the intent is to
               | provide just enough rail to facilitate creativity within
               | the setting.
        
           | Aardwolf wrote:
           | > D&D is known for its totally humiliatingly complex
           | character creation, which is usually totally unnecessary,
           | especially when 'learning' new players.
           | 
           | Had to do that as "homework" before my first D&D session long
           | ago, and it was indeed a long process, but that actually made
           | it very exciting for me and made me invested in the character
           | from the start!
        
         | dspillett wrote:
         | I'm sure it is all more pronounced with someone who is truly
         | deep enough in the autistic gamut, but for each of those
         | complaints I can name at least one person in my life who, while
         | not on the spectrum at all as far as I know, exhibit that
         | trait. Particularly the time keeping and communications ones, I
         | could name several for those. Myself certainly on timekeeping
         | (though I do at least let people know my estimated delay!).
        
         | c-c-c-c-c wrote:
         | _Constantly having to remind them of rules from session 0, such
         | as 'no alcohol before or during the game'_
         | 
         | That sounds like the most boring DnD session ever, we get so
         | high that any underlying condition is masked by having a damn
         | good time. ;)
        
           | Fnoord wrote:
           | (I'm diagnosed.) You wouldn't wanna be around me playing D&D
           | if I was high. No gaming would be done, only laughing and
           | craziness. Besides, I had various psychotic episodes on
           | marihuana (whilst mushrooms and various other drugs were OK).
           | There's a good reason I don't consume marihuana anymore. Any
           | drugs for tgat matter, but specifically I want to avoid a
           | common one (here in Amsterdam Area).
           | 
           | Similarly, I'm aware some people cannot behave or function on
           | other drugs such as alcohol (same for me). I wouldn't say
           | others aren't allowed to drink but I don't want to smell
           | cigarettes or cannabis. Smelling alcohol does nothing to me
           | (obviously?)
           | 
           | So it boils down to constructing a social agreement based on
           | consensus. Something which works for everyone. Which is more
           | difficult the more people on the spectrum are there, and the
           | less flexible other players are regarding their quirks.
           | 
           | So if the consensus is sober, be sober or don't join the
           | team. Quite a simple concept. What happens here is that
           | boundaries aren't respected (common with people on the
           | spectrum). Explain the issue and (possible) consequences.
        
           | pavel_lishin wrote:
           | > _we get so high that any underlying condition is masked by
           | having a damn good time. ;)_
           | 
           | I'm glad that works for you, but I've both tried playing D&D
           | while high, and had some players who'd get high, and it was
           | not particularly pleasant. In my experience, D&D requires
           | more clarity of mind than marijuana tends to leave you with.
           | 
           | And I say this as someone who's going to start drinking less
           | during D&D games, because I've noticed that after my third
           | beer, my DMing is not as good as it is after my first beer.
        
         | Fnoord wrote:
         | My experience with people on the spectrum (I'm a card carrying
         | member myself) is very diverse but there is a constant: they're
         | stubborn on specific stuff where others are not. For example, I
         | don't want to sit near someone who's eating hard cheese (non-
         | melted). I don't mind someone eating whatever though (and even
         | if I would, personal choice). Looking back in my life, I
         | learned a lot from RPGs (Hero Quest, Star Quest, various
         | Gameboy Classic games, Warhammer Quest, Warcraft franchise
         | (story-wise, too). More so than RTS or FPS. But I have also
         | been nigh annoying whilst playing them. It helps to learn you
         | are being annoying, as conflict allows one to rise up to the
         | occasion. That being said, you need to accept _certain_ quirks
         | as being part of the package. That is how any friendship or
         | relation works; just people with autism are usually more
         | accentuated. My wife and I are both on the spectrum, and we
         | need to work with /around each other's quirks. Just the other
         | day she demanded me to clean and refill a water bottle as she
         | tastes other people otherwise. She even has that w/me, I found
         | out (we are together for almost a decade). So I ended up
         | cleaning it (she was with our son who was ill).
        
         | ergonaught wrote:
         | Knowing several autistic players for whom absolutely none of
         | that is applicable, I'd say you had bad players. The "self-
         | described autistic" element doesn't have much to do with that.
         | 
         | Not everyone who wants to do a thing can or should do the
         | thing.
        
         | PaulHoule wrote:
         | If you are running a pickup game open to new players you will
         | probably have all the above problems which is part of the
         | reason why I'd never run a D&D game.
         | 
         | If I were going to run a game it would be a second-generation
         | or later game like _Toon_ or _Paranoia_ or _Call of Cthulhu_
         | which were all designed by people who played D &D and
         | recognized what was wrong with D&D and the culture around it.
         | 
         | To be fair newer versions of the game fix some of the
         | brokenness such as too many kinds of dice (you think it is fun
         | until you realize that unless you buy 20x as many dice as you
         | need you're going to always be looking around on the floor the
         | right dice, and there's nothing dramatic about rolling 20d6 for
         | a dragon's attack because it's always going to do about 60
         | points of damage, etc.)
         | 
         | Second-generation games give you everything you need to start
         | in a single book (even a scenario) whereas with D&D you need to
         | buy several books just to get started.
         | 
         | The long-term character progression works OK in a group of
         | committed players but it makes the stakes so high that players
         | take it so seriously so it is not a lot of fun for the DM. In a
         | shorter, simpler game with higher character mortality you can
         | give the guy who came in 30-40 min late a preroll, a minute of
         | instruction, and some pretense for why they are late and it's
         | NP.
         | 
         | I am not going to say it is the high point of DMing because it
         | isn't but if I want to run a _Paranoia_ game in a hurry I can
         | kill off most of their clones before they get to the briefing
         | room in my very dangerous Alpha complex with little-more-than
         | random encounters and have them rolling on the floor laughing
         | and coming back for more. Prerolls are probably more important
         | preparation than an actual scenario because if people aren 't
         | fluent with character creation they're going to ruin it for
         | each other (e.g. if you are creating new characters you want to
         | have 1-1 sessions with players and _not_ do it in a group... In
         | D &D in particular you could spend years with a character and
         | there is no way you want to rush the process, if I really
         | wanted to do a D&D activity with young people I might just have
         | them do nothing but create characters so they can get fluent)
         | 
         | Unfortunately the same way that "autism" and pill-seeking
         | behavior have crowded out awareness of other neurodivergences,
         | developmental disabilities and mental health conditions, D&D
         | has crowded out awareness of other tabletop RPG's so you will
         | never see some study where people find 5 out of 75 depressed
         | people had fun playing _D &D_ and 62 out of 75 depressed people
         | had fun playing _Toon._
        
         | jbverschoor wrote:
         | Those are not autism problems. Those are indeed, self-described
         | and they'll find any currently popular excuse to clear them of
         | any responsibilities
        
         | lupire wrote:
         | Bullets don't work in HN markdown.
        
         | WaitWaitWha wrote:
         | > self-described autistic players
         | 
         | I am going to say the terribly unfashionable, nay almost
         | heretical for today's climate.
         | 
         | I am fairly convinced vast majority of _self-described_ medical
         | conditions, are not. I believe they are  "trendy diagnosis" or
         | "fad syndrome".
         | 
         | Certain medical conditions receive heightened attention in
         | media, leading to increased self-diagnosis or people claiming
         | to have the condition because it's seen as socially or
         | culturally relevant.
         | 
         | Anyone recall the rash of Tourette syndrome TikTokers _after_
         | an individual with the syndrome posted a highly viewed clip?
         | 
         | e.g., ADHD, Gluten Sensitivity, Chronic Lyme Disease,
         | Fibromyalgia, Multiple Chemical Sensitivity (MCS), and Autism
         | or Asperger's Syndrome.
        
       | thom wrote:
       | My wife's an art psychotherapist and I DM for a couple of our
       | kids and their friends. We've talked about this a fair bit -
       | being able to externalise and contain difficult emotions can be
       | extremely powerful. But also just having that relationship of
       | trust, which I think D&D really demands, can be somewhat
       | therapeutic. You're not going to get mocked for being serious,
       | you're not going to get in trouble for being silly, and sometimes
       | when there's conflict it helps to be able to mediate that through
       | your character's persona. And sometimes you really just want to
       | work out your rage and attack the nearest NPC and undo hours of
       | preparation by your friendly local DM, who in turn will seek out
       | his own favoured form of therapy.
        
         | bane wrote:
         | I'm reminded of this old video https://youtu.be/zng5kRle4FA
         | 
         | What makes it really humorous is how incredibly well it
         | captures the particulars of an actual session, most notably the
         | socially awkward interactions and in-jokes which normally would
         | have been the focus of bullying, but in this space resonate as
         | the sort of very _earnest_ fun play they were intended as.
         | 
         | Having these places to go to, when the rest of your week is
         | full of generally challenging interactions designed to tear
         | people down, can be absolutely incredible sources needed to
         | build up a sense of self-worth.
         | 
         | D&D in some ways was possibly the place where the proto-seed
         | for this kind of nerd-safe place was created. There may be some
         | prior versions of this, maybe golden age Sci-fi book clubs or
         | Trek gatherings or something, but D&D seems to be where it
         | particularly gelled and crystalized _hard_. It 's no wonder
         | that it became part of the 80's moral panic since it threatened
         | to provide a place where nerd culture could find itself and
         | took a measure of control away from those in charge of the
         | panic with regards to _how_ one should behave and think.
         | 
         | Today there are many many of these kinds of environments, and
         | in a sense when formed a certain way like Open Source Software,
         | have turned global industries upside-down. But even competitive
         | card playing tournaments, demoscene parties, cosplay
         | conventions, video game conventions, and so on are all an
         | outgrowth of what D&D really started.
         | 
         | My heart swells when I see little nerd culture shops that sell
         | comic books and manga and figurines have signs out front for
         | "Boardgame Thursdays!" or "Magic Tournament this Saturday!"
         | Because there will for certain be at least one person who
         | attends, who had an absolutely terrible month being shat on by
         | most of the people they encounter, and will thrive in this
         | place. Where it's safe to joke, be yourself, have fun. And that
         | confidence and those social encounters might be not just enough
         | to turn a nerdy kid into a CTO, but could also keep them away
         | from the deep black hole of self-worthlessness, depression, and
         | maybe worse.
        
           | smodo wrote:
           | Love the YouTube clip.
           | 
           | I'm reminded in turn of Foucaults concept of heterotopia
           | ('other place' or 'place of otherness') where things are
           | different by design. The otherness of such spaces is one of
           | their goals: they are there to provide an outlet for
           | something or to hide or shield certain activities or thoughts
           | (separating discourse).
           | 
           | As a child I was taken out of school for a while because I
           | couldn't cope and caused trouble. I was sent to a place for
           | gifted children and met a lot of neurodivergent kids. It
           | wasn't a DnD gameroom but it was so explicitly outside the
           | norm that I could put myself back together and reenter
           | society on my own terms. I've been attracted to such places
           | ever since, even running my own community center for a couple
           | of years.
           | 
           | So uh, totally agree with what you said and all of the above
           | is just to add that there's a lot more heterotopias than one
           | might think.
        
             | bane wrote:
             | Thank you for giving me a word to describe these places!
        
       | torginus wrote:
       | Honestly I think socially awkward people quickly get ostracized,
       | and socially isolated early in life.
       | 
       | Due to this, they get less chances to practice social
       | interaction, something they were somewhat worse at in the first
       | place, and fall even further behind on these skills.
       | 
       | DnD allows them to practice these skills, such as high-stakes
       | social conflict, bargaining, and just plain old getting along, in
       | a relatively safe environment.
        
         | CuriouslyC wrote:
         | It's not just lack of practice, when these people get picked on
         | they internalize low self value, so even if they practice
         | social skills enough to get the hang of it they're still going
         | to be awkward because they tend to act from a "loser" frame.
         | That internalized low self value can be incredibly hard to fix,
         | much harder than just developing social skills.
        
           | imbnwa wrote:
           | Also known as "Loser's Lose" and "Winner's Win". A lot of
           | social dynamics run on this principle.
        
         | JaumeGreen wrote:
         | It also gives people a framework in where to learn how to
         | communicate. They can try different approaches, the stakes are
         | low (in real life terms) if they fail, their companions and the
         | DM will not only serve an example but give hints on how to do
         | that better.
         | 
         | Anyone with problems in social communication could make use of
         | it as a great resource.
        
         | idiotsecant wrote:
         | Yes, this is correct, I think. It is a painful but true fact
         | that the world is constructed according to the preferences of
         | the majority neurotypical population, and if you want to
         | survive in it you need strong masking and coping strategies if
         | your brain doesn't work the same way. It is not fun developing
         | or using these strategies but it's vitally important.
        
       | beezlebroxxxxxx wrote:
       | The popularity of D&D with people on the spectrum is similar to
       | the popularity of fantasy/sci-fi lit and games and movies for the
       | same population group, and for the same reasons (ime): technical
       | abstractions and a strong focus on "systems" ('logical' magic
       | systems are valorized over 'illogical' ones), often simplistic
       | characters with very clear telegraphed and consistent archetypes,
       | plots with heavy focus on simpler good vs. evil conflict, more
       | chances to identify with non-human characters (a vehicle for
       | expressing divergent thought processes/behaviors).
       | 
       | The difference maker seems to be that well done D&D games, with
       | good DMs, force the players to interact with each other and
       | problem solve together. Which, to me, suggests there's nothing
       | particularly special about D&D beside it being something that
       | people on the spectrum like --- what is special is the social
       | interaction and problem solving. It would be interesting to see
       | how gender plays into further studies. In my experience, autism
       | in women can often look quite different than autism in men
       | (generalizing of course).
        
         | baerrie wrote:
         | I challenge the notion that autistic people seek more logical
         | systems or simpler moral situations. Imo the day to day
         | interactions of people and the world views they ascribe to are
         | far simpler than many complex games or fantasy/scifi themes and
         | or stories. In my experience, i have an excess of thinking
         | around every single thing so seeing that complexity and nuance
         | captured in media or a game, and in people willing to dive into
         | those intricacies, makes me feel seen.
        
           | beezlebroxxxxxx wrote:
           | That's interesting. In my experience with people on the
           | spectrum, obviously acknowledging that the spectrum is so
           | broad and inclusive at this point as to be almost meaningless
           | in terms of specificity, they really, _really_ , want logical
           | systems and struggle with ambiguity, whether that be in
           | moral, social, or fictional, situations. Clear cut
           | distinctions between wrong and right, and these media
           | properties themselves, give them an almost joyous sense of
           | ease and confidence. It can be very personal for them.
           | 
           | Fantasy and sci-fi themes in media can be complex, but, in my
           | experience, the people I know on the spectrum are far more
           | drawn to fare of a particular kind: systems focused and
           | morally clear-cut. Complexity for them is often more about
           | scale. They'll pick a Brandon Sanderson book/series over a
           | Gene Wolfe book (or Peake's _Gormenghast_ ) or a much more
           | thematically and emotionally rich and complicated realist
           | story like Proust's _In Search of Lost Time_ (comparable in a
           | way to the giant fantasy epics with multi volumes). They 'll
           | pick an enormous space opera over Ursula K Le Guin's _The
           | Dispossessed_.
           | 
           | But these are all generalizations. Manifestations of autism
           | can look and be wildly different.
        
           | consteval wrote:
           | I don't think simpler is the correct word, but more
           | understandable.
           | 
           | As in, given an end state you can trace back the series of
           | events and actions to how you got there. So for a character
           | in a movie or in a story or in a DND campaign, you can look
           | at where they're at, and then trace back and find out how
           | they got there. Even in pretty complicated movies, because
           | the audience needs to know and understand what's going on.
           | 
           | But people aren't like that generally, because you don't have
           | enough knowledge typically and you don't necessarily know why
           | people are the way they are. Feelings can come up for no
           | reason, or for a reason you can't identify. They can even
           | come 40 years ago, perhaps their inception when you were a
           | baby.
           | 
           | You talk about "excess of thinking" and complexity, and I
           | think this sort of points to that.
           | 
           | Movies, characters, DND can be rationalized. Humans, their
           | feelings, and their actions, often can't. Not because they're
           | more complex, but because people aren't rationale beings.
           | Most people can't pinpoint where their own feelings stem from
           | and it takes years of therapy to find that out - let alone
           | the feelings of others. And, even worse, the feelings of
           | those you don't know well.
        
         | voidUpdate wrote:
         | Another thing that I've found seems to unite a lot of ND people
         | liking fantasy and such is the escapism, being able to imagine
         | yourself in a "better" world where weird people are accepted
         | and liked, and especially with roleplaying games you can almost
         | literally be in that world, making a difference and feeling
         | like you matter
        
         | devbent wrote:
         | The other major difference is that table top gaming is a
         | constrained environment where one is allowed to act socially
         | different than normal, and mistakes at the table are left at
         | the table.
         | 
         | Players are allowed to play someone with a completely different
         | personality, and spend extended amounts of time stepping into
         | someone else's head and thinking how someone different would
         | act.
         | 
         | There aren't any other situations in life where you can take
         | someone socially awkward and say "ok now act really
         | charismatic" and then, w/o judgement, that person spends 2 or 3
         | hours a week for months on end trying to figure out what a
         | charismatic person would say and do.
        
       | lupire wrote:
       | Most of the result is
       | 
       | "Autistic people are more comfortable playing D&D than in natural
       | social interactions", which is well known.
       | 
       | A small part was that some people "bleed" personality from their
       | fantasy persona to their real persona.
       | 
       | You can do that in D&D, but you can also do that with any kind of
       | self-talk / persona building / masking, which non-autists also
       | do. Actors in movies and plays do it too.
        
       | ksymph wrote:
       | I'm autistic, but I've never found the appeal of D&D. All the
       | challenges and social pitfalls are still there in interacting
       | with other players, but on top of that there's an additional set
       | of unfamiliar rules and expectations for how to play my character
       | and the game. Outside of the social aspect, I don't enjoy it as a
       | game much either, with its slow pace and focus on narrative.
       | 
       | Though, both groups I've played it with consisted of close
       | seasoned players, none of whom I was particularly comfortable
       | with, which isn't the best introduction. I'm curious how much the
       | particular setup in the study affected the outcome, with the
       | social reference sheets and presumably other unique factors -
       | with how much D&D can vary based on the DM and players, it'd be
       | interesting to see this study done with a variety of DMs guiding
       | things in different ways.
        
         | _a_a_a_ wrote:
         | > with its slow pace and focus on narrative
         | 
         | am curious, could you elaborate a touch on these? TIA
        
           | a1o wrote:
           | I must have played a different D&D, the group I used to play
           | very much favored Hack & Slash. When we wanted something more
           | narrative we used a different system (GURPS was a good one)
        
             | tstrimple wrote:
             | That's interesting, I find the combat in GURPS to be FAR
             | more satisfying and less restrictive than D&D. It's
             | definitely more number crunching and more complex, but it's
             | an internally consistent system so once you know it things
             | flow pretty well. The leaky abstractions from D&D feel too
             | much like it's trying to replicate a video game and doing
             | so poorly.
        
               | entropicdrifter wrote:
               | Ironically it's closer to the other way around: Most
               | video game RPGs are mechanically either based on D&D,
               | based on another tabletop RPG that came about in the same
               | era (Runequest, etc), or based on a tabletop RPG that was
               | in-turn based on D&D.
        
               | tstrimple wrote:
               | Yes and no. There are some major issues in my mind like
               | Armor Class which fortunately video games don't really
               | mess with. I started playing D&D back in the Skills and
               | Powers days. You had a lot more character creation
               | options and more granular systems than what D&D has
               | simplified into. It's really the latest versions of D&D
               | that I feel like are a bad video game abstractions.
               | Probably because of their streamlining efforts for the
               | D20 system.
        
             | zzo38computer wrote:
             | I prefer GURPS myself (although I prefer a "point-free"
             | variant; you can put whatever advantages, disadvantages,
             | skills, etc that you want to without worrying about the
             | points or whether or not the modifier you want has been
             | published in any book).
             | 
             | However, I think that GURPS can be OK for combat as well as
             | narrative and other stuff. If you use many expansions books
             | as well, then more options are possible. GURPS combat also
             | has many options, and also I like the rules better than D&D
             | in many ways. (Still, I think there are some problems with
             | GURPS, and had tried to make up SciRPS to be better (in my
             | opinion). Although GURPS has many skills, I think too many
             | things are often combined in one skill; e.g. Brawling skill
             | involves all unarmed combat (by punch, kick, claws, bite,
             | horns, etc), but if you are skilled at only biting but not
             | punch/kick, then it doesn't do that; skill of Morse code is
             | the same skill as operating the communications devices to
             | use it and are not separated; etc. "Point-free" helps a bit
             | with this, but I think that it could be improved further,
             | which is what I intended with SciRPS.)
             | 
             | To me, the RPG is that you can have many things together,
             | including combat, magic spells, narrative,
             | strategy/tactics, etc. This is what makes it what it is,
             | rather than a computer game which is a different kind of
             | game.
             | 
             | Although you might have plans (and the GM might have
             | plans), many things will happen unexpectedly, due to what
             | others are doing, due to the results of dice, etc, so that
             | is another thing that RPG is.
        
           | michaelt wrote:
           | There are plenty of valid ways to play D&D, and they might
           | not all have a slow pace. But it's very easy for D&D to end
           | up pretty slow.
           | 
           | In a combat scene with 4 party members and 4 enemies, 7/8 of
           | the time it's not your turn. And if you're playing a simple
           | character that just hits with a sword, while other players
           | are wizards with dozens of spells to choose between their
           | turns will naturally take longer.
           | 
           | Computer games are much faster paced.
        
             | ksymph wrote:
             | Yes, this is exactly what I meant. TTRPGs typically have
             | more time spent not doing anything compared to computer
             | games (and board and card games too, to a lesser extent)
             | simply by involving a group of people and being largely
             | 'single-threaded'.
             | 
             | As for what I mean by narrative, much of the appeal of D&D
             | seems to lie in crafting the story and adventure, being a
             | part of the plot. If the setting and narrative were
             | completely removed, and the game was reduced down to the
             | most basic mechanical actions - go to location x,y and do
             | foo to bar, etc., it would be a very different game.
             | 
             | Not to say the mechanical aspects don't make up part of the
             | appeal of D&D and other TTRPGs too, but they're not a focus
             | as much as in, say, a computer strategy game, or even
             | something like an action platformer, where that _is_ the
             | game, and story /characters/etc. make up little (if any) of
             | the gameplay.
        
               | _a_a_a_ wrote:
               | > As for what I mean by narrative, much of the appeal of
               | D&D seems to lie in crafting the story and adventure,
               | being a part of the plot
               | 
               | That's what I was after. I know some people play in a
               | much more involved way but when I played so many years
               | ago I love the plot and setting, but really worked the
               | mechanics. It may have been you got a DM or group that
               | was just not suited to you.
        
               | oveja wrote:
               | You can still do things even if your character isn't. A
               | big draw of D&D is the social aspect, you can still
               | roleplay reacting to being hit or seeing an ally do
               | something.
               | 
               | If you want to exercise your brain while waiting on your
               | turn do like high-level chess players and think during
               | other people's turns, I find that fun. Think how the
               | recent decisions or rolls modify the state of the
               | battlefield or your chances of victory.
        
         | mystified5016 wrote:
         | I hear you there. My first introduction to D&D was in a long-
         | form campaign like this. It was pretty much as stressful as you
         | describe. There were also a couple of incidents where I got
         | pushed past my limits or something hit one of my triggers.
         | 
         | However. After that, my husband and I joined a D&D club where
         | the campaigns are 16 weeks long. Every few months you're at a
         | new table with new players and new characters. I found that to
         | be a lot more tolerable, and has really improved my social
         | skills. The thing about clubs like this is there's always new
         | people playing for the first time, and no one takes anything
         | too seriously. Plenty of room to fuck up without real
         | consequence.
         | 
         | On the other hand, after four or five seasons, I'm real sick of
         | short form campaigns and the lack of routine or continuity.
         | It's also pretty tiring to invent a new persona for a character
         | all the time.
        
       | AdmiralAsshat wrote:
       | Seems like an extension of the observation that very introverted
       | people can unexpectedly flourish in acting professions: I think
       | people who are socially awkward can have an easier time
       | compartmentalizing their social anxieties when under a persona
       | because there's a part of the brain that can say, "It's not _me_
       | ; I'm playing a role."
        
         | BurningFrog wrote:
         | I suspect it's more that there is a script.
         | 
         | You don't have the "what am I supposed to say now??" panic, and
         | you don't have to understand an unfamiliar social situation.
        
           | AdmiralAsshat wrote:
           | You arguably have a "script" in D&D, too, in the form of your
           | character sheet. "I am a chaotic neutral dwarf. I will act
           | aggressively towards elves.", etc. You are encouraged to act
           | and speak as your character, not as yourself.
        
             | zzo38computer wrote:
             | I think it is not really a "script"; it is a description of
             | the character. This will affect as you will do in the game,
             | and you will have to make it up what happens according to
             | the circumstances as it is being done, instead of
             | everything being written ahead of time. (Even if you do
             | have plans, which you might (I often will, and the GM also
             | often will), things will happen unexpectedly and cannot use
             | the plans exactly like they are anyways.)
             | 
             | I think that you do not generally need game mechanical
             | traits in your character sheet to do this; you can write it
             | in a spare section if you want to do (it is useful to have
             | spare sections for this and other purposes; I will often
             | want to add many extra notes that there are not pre-defined
             | sections for).
             | 
             | In GURPS, you would generally represent some of such things
             | with mental disadvantages and quirks. I prefer to not use
             | mental disadvantages unless I specifically want the game
             | effects of those disadvantages (e.g. if you are unlucky, or
             | cursed, or take only half as many turns as other
             | characters, or you will tell the truth half of the time
             | that you do not intend to do so, etc), and would generally
             | rather have a choice, even if my character's personality is
             | supposed to be something, I can do it by myself instead of
             | making the game to try to do it for me. I do usually add
             | quirks though, and I do more often want physical and social
             | disadvantages.
        
         | idiotsecant wrote:
         | Introversion seems like it would be orthogonal to acting
         | ability. Acting _does_ need a very strong model of the
         | 'other', though. An actor needs to be able to model how someone
         | else might be feeling and more importantly, manifesting those
         | feelings externally. So while an introvert might be a good
         | actor someone on the autism spectrum might not be.
        
       | mock-possum wrote:
       | I think for me, and maybe this should be obvious - what truly
       | helps is having a good DM.
       | 
       | Because then you're not just having a chance to 'play' at social
       | interactions - you're playing _under the watch of a caring
       | mediator._ The DM is going to clarify things, guide the
       | discussions and dialogues, suggest options, correct
       | misassumptions, etc. - in a way that almost no one ever would
       | IRL.
       | 
       | Play-acting social interaction isn't really any less nerve
       | wracking to me than having a 'real' interaction, because to me
       | all interactions _are_ acting anyway as far as I'm concerned.
       | There isn't any fundamental difference in terms of energy
       | expended - _unless_ someone else, e.g. the DM, is there to
       | shoulder some of that workload. Then it's a little easier, a
       | little lower stakes.
        
         | lcnPylGDnU4H9OF wrote:
         | > to me all interactions are acting anyway as far as I'm
         | concerned
         | 
         | I suspect this is a point that is often under-appreciated. I
         | don't have much else to add but it really can't be overstated
         | how accurate this is. Just wanted to highlight the statement
         | since I think it expresses the idea well.
        
       | starkparker wrote:
       | > Atherton et al. wanted to specifically investigate how autistic
       | players experience D&D when playing in groups with other autistic
       | players. It's essentially a case study with a small sample size--
       | just eight participants
       | 
       | This is a nice study but not one to extrapolate anything from.
        
         | carom wrote:
         | Why is this style of comment on every single study that gets
         | posted? It was a small sample size in rats, we get it.
        
       | throwaway-x881 wrote:
       | Related:
       | 
       | Seminar on "Dungeons and Dragons Group Therapy":
       | https://www.youtube.com/watch?v=8PwP8Jhkl3w
        
       | blobbers wrote:
       | All-in podcast was presenting RFK recently who highlighted autism
       | rates of 1/22. Is it just me or is the spectrum of autism now
       | just labeling anyone with social awkwardness or challenges
       | expressing feelings as autistic? Because I feel like there is
       | socially awkward, and then there is 'Dating on the spectrum'
       | level autistic.
       | 
       | I'm not super up to date yet, but is there an actual 'science'
       | based test (blood, dna, something other than observing
       | behaviors). I've seen the diagnosis of l1, l2 and l3 autism, but
       | this isn't cited by the paper (or at least wasn't in my skim).
       | 
       | The paper does indicate that imagination, social interactions and
       | community are benefits from D&D. These benefits aren't specific
       | to autistic people though; all growing kids can benefit from
       | these types of activities and they're challenges that
       | neurotypical kids encounter as well.
        
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