---
title: The Accessible Rulebook Checklist
description: A checklist for writers and designers to make their tabletop roleplaying game TTRPG rulebooks accessible and approachable for disabilities and literacy
image: https://www.psychhound.com/hubfs/karl-abuid-building-blocks-1.jpeg
---

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# The Accessible Rulebook Checklist

![Luka Brave](https://www.psychhound.com/hubfs/psychhound%20circle%20logo%20gbg.png)

[Luka Brave October 26, 2026](https://www.psychhound.com/hound-blog/author/luka-brave)

- [Accessibility](https://www.psychhound.com/hound-blog/tag/accessibility)
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- [Disability](https://www.psychhound.com/hound-blog/tag/disability)
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- 13 mins

For the last several months, I and several other indie TTRPG enthusiasts have been tackling big challenges found in the tabletop roleplay hobby as part of the [volunteer network Chimera Hearts.](https://chimerahearts.com/) One of these key challenges is the amount of mental effort it takes to find and learn new TTRPGs before you can play them, known as [cognitive frontload.](https://chimerahearts.com/cognitive-frontload) Our network has been brainstorming solutions to make engaging with new games easier.

One aspect of this is accessibility.

Something being accessible means that it’s easily able to be used, understood, or engaged with by a wide variety of people. This includes people who have varying disabilities, though accessibility also affects those who are abled. A blurry photo of densely-packed text is inaccessible, even if you have no reading or visual disabilities. A text like a TTRPG being more accessible helps everyone engage with it, and can bring in new fans of all ability levels.

Through Chimera Hearts, I have led an initiative to make TTRPGs more accessible. This has led to two outcomes. The first is a list of tips for designers on how to make their in-development TTRPGs more accessible for a wide audience. The second is a campaign to encourage more audiobook versions of TTRPGs.

Below, I’ve published my recommendations for how designers can make their upcoming TTRPGs accessible. If you’re interested in how to develop audiobooks for TTRPGs, or looking for a list of TTRPGs that include audiobooks, you can follow this link to the [Audiobooks for Accessibility](https://www.psychhound.com/hound-blog/rpg-audiobooks) page.

 

## The Accessible Rulebook Checklist

This list of suggestions helps all readers engage with your rulebook, disabled and abled alike. It has been organized by game development stage for ease of reference by designers. Implementing every suggestion won’t be feasible for or applicable to every game. However, implementing even a few of these bullet points can make a difference for your audience!

Feedback on this list was given by [the Chimera Hearts server](https://discord.com/invite/wNcdsJWMda) and [the Dice Exploder server.](https://discord.com/invite/PhJStRPQDa) Special thanks to [Grace Gittel Lewis](https://incaseofgrace.com/) for adding to this list.

[Vous pouvez lire cette checkliste ici en français.](https://www.cestpasdujdr.fr/comment-rendre-un-texte-plus-accessible/)

> ### Drafting the Game
> 
> 1\. Use the inverted pyramid method to order information. Information should flow from broad to specific. Sentences should start with known and established information and transition to new information.
> 
> » EX: Combat → Melee Attacks → Unarmed Combat → Grappling
> 
> 2\. Avoid jargon and use plain language understandable to the average reader whenever possible. Is there a good justification to use a term specific to your game rather than one known by the player community?
> 
> 3\. When jargon is used, give a quick explanation each time or direct the reader to where in the document they can learn more about the term. Avoid making readers remember too many specific terms, and don't ask them to look up info necessary for play outside your rulebook. 
> 
> » Remember that some readers may not have reliable internet access!
> 
> 4\. Include a PC build-a-long. Demonstrate a player character being built step-by-step in your character creation section.
> 
> 5\. Include examples of play following sample players and characters. These should be as short as gets your point across (less than a page each, preferably one or two paragraphs) and either paired with each unfamiliar mechanic or at the end of each chapter.
> 
> » These can come in different formats, such as dialogue script, prose, comic panels, or session notes (the latter especially for solo games).

 

> ### Completed Draft
> 
> 1\. Use clear chapter titles. Have the chapters grouped into related sections.
> 
> » EX: Chapters grouped into Character Creation, Core Rules, and Running a Campaign
> 
> 2\. Make chapters short and specific. This aids reading flow and quickly looking up information during play.
> 
> 3\. At the beginning of each chapter, include a one- to two-sentence overview of what that chapter is about.
> 
> 4\. For each chapter, include bullet point summaries of the main topics covered in the chapter at the chapter opening and a more in-depth recap in bullet points or prose at the end.
> 
> 5\. Include clear definitions for new terms when they appear, shortly after they appear, or follow the term with a reference to where the definition can be found.
> 
> 6\. To keep play flowing smoothly at the table, frequently referenced text should be around 100 words or less. Most English speakers will be [able to read this silently or aloud in 30 seconds to 1 minute](https://testmyreading.com/guides/average-reading-speed), so play is not interupted. 
> 
> » This includes sections like character abilities, inventory item descriptions, commonly used moves, or location summaries. 
> 
> 7\. Include a quick reference guide for long or complex games. This should be provided as a print-friendly sheet and/or on the inside of the front or back cover of the rulebook.
> 
> » EX: A 1-page rule summary, GM reference sheet, play flowchart
> 
> 8\. Include a short summary of the game that can be read to players. This helps to set expectation, tone, establish mechanics, and generate excitement.

 

> ### Layout
> 
> 1\. Use color and/or symbol coding for different sections. Symbols are preferable to colors if only one can be used, as colorblind readers can differentiate these more easily.
> 
> » EX: The character creation pages have a yellow bar with stars on the top outer edge. The GMing section has a red bar with swirls on the middle outer edge. This allows those sections to be found quickly when flipping or scrolling through the rulebook.
> 
> 2\. If using color, make sure pages are readable in greyscale. The minimum acceptable contrast ratio for screen-reading given by [the WCAG](https://www.w3.org/WAI/standards-guidelines/wcag/) is 4.5:1.
> 
> 3\. Use [accessible fonts for body text](https://accessibilitylaws.org/guides/ada-compliant-fonts/). Many people find sans-sarif fonts and text in sizes 12, 13, or 14 easier to read than smaller text. Titles and headers may be more ornate, but they should be larger if the font is unclear.
> 
> » EX: Inclusive Sans, Comic Sans, Arial
> 
> 4\. Make sure your body text has sufficient tracking and line spacing. Cluttered and cramped text is hard to read. Paragraphs should have line breaks between them, not solely indents.
> 
> 5\. If your page size is larger, use two columns for text rather than one wide column. The ideal number of characters on each line of text is 50 to 75. This helps prevent overwhelm, while readers can keep their place and read faster.
> 
> 6\. Limit the amount of information on each page. A large wall of text on a page is intimidating and overwhelming to parse. It's better to have white space or decorative images than a full page of text. 
> 
> 7\. Keep ideas together on each page and each spread. Try not to break up sentences or paragraphs between pages or columns.
> 
> » EX: The summary of character playbooks takes up 3/4ths of one page. The next section of text will take up most of two pages. The playbooks summary is put on its own spread with art on the other page. The next section is given its own spread, with some blank space on the first page so a paragraph does not get split between two pages.
> 
> 8\. Use lines, borders, or boxes to separate sections of text and mark different categories of information.
> 
> » EX: A line separates two mechanics under the same heading. A colored box further down the page indicates a GMing tip.
> 
> 9\. Make a visual distinction between creative text and informative text.
> 
> » EX: The paragraph of in-world prose at the start of the chapter is italicized.
> 
> 10\. Differentiate keywords and newly introduced terms in a visually striking way, such as bolded, colored, and/or a different font.
> 
> » EX: You may choose to put a newly introduced keyword in a different font to signal its importance the first time it is explained. After that, you may choose to only bold it or use a capital letter to show that it's a keyword while reducing visual clutter. 
> 
> 11\. Put text on a plain background. Backgrounds should be plain, though they do not have to be one solid color. Light texturing, grain, or gentle gradients are usually fine. If there is body text overlaid on an image, put a solid background behind the text with high opacity. 
> 
> » The solid background does not have to be a standard rectangle! Just make sure there is a bit of room between the text and the border of the background.

 

> ### Publishing
> 
> 1\. PDFs should be hyperlinked and bookmarked. Tables of content should be hyperlinked to the corresponding sections.
> 
> » Many layout softwares allow the navigation panel on PDF readers to be edited into sections. This makes finding specific information much quicker.
> 
> 2\. Include [alt text](https://www.perkins.org/resource/how-write-alt-text-and-image-descriptions-visually-impaired/) of important images, such as flowcharts or main character art. Alt text should include important and notable information. Only key images with visual information necessary to or highly relevant to play should have a detailed image description. 
> 
> » If your layout software allows it, mark unimportant visuals as decorative, so they'll be skipped by screen readers. 
> 
> 3\. Define the Reading Order of your document, which will tell screen readers what order to read sections and image descriptions in.
> 
> 4\. Include an EPUB, plaintext file, or text-only PDF.
> 
> » EPUB and plaintext allow users to change colors, backgrounds, and fonts to suit their specific needs. While this may be difficult for image-heavy games, it can still be a good supplement when a player needs to have a reference but has already read the formatted book. 
> 
> » Text-only PDFs can include light, dark, and lower-contrast versions. This may be more accessible to create based on your available software or if you do not want the text of the game to be copy-and-pasted. 
> 
> 5\. Create an audiobook version of your rulebook.
> 
> » Offering different options for engagement without the need for user modification is part of [the philosophy of Universal Design](https://www.disabilityresources.org/universal.html). 
> 
> 6\. Include a logline and elevator pitch for your game at the top of every relevant sales and marketing page. This is very helpful for third parties who want to talk about your game (such as blogs or news outlets) but is also helpful for those who want pitch the game to fellow players.

 

> ### More Ideas!
> 
> ➡ Include printable cards for rules reference, with each concept on one card. These can be made for specific player or character roles as well. 
> 
> ➡ Rules don't have to be explained in words only! Visual representations like graphics, flowcharts, or comics can clarify unfamiliar rules for players.
> 
> » EX: The comics in the Yeld 2e rulebook
> 
> ➡ A tutorial before character creation and/or before the first "real" session can help players feel comfortable with the mechanics and their characters from the jump. Including these means the GM can spend less mental energy explaining the rules and more energy running a good game.
> 
> » EX: The solo tutorial comic prologue for Legend in the Mist
> 
> » EX: The Delian Tomb tutorial adventure for Draw Steel
> 
>  
> 
> ➡ Have character creation explained and sequenced on the character sheet itself. Connect relevant concepts together with visual indicators. Include reminders for concept usage with short text or visuals. 
> 
> » EX: Oceania 2084 
> 
> ➡ Card-based character creation limits exposure to irrelevant information, lessening the chance of overwhelm, especially for new players. This can be especially helpful if characters are made through mix-and-match choices and/or sequential choices between a defined set of options (IE ancestry, class, subclass, weapons, spells). 
> 
> » EX: Daggerheart 
> 
> ➡ Simplify or visually represent numbers or meta-currency. Could Hit Points be a track or slices of a pie-chart rather than double-digit numbers? Could distances be described rather than calculated? Could currency or meta-currency be tokens or described rather than counted and tracked? 
> 
> » EX: Hit points in Powered by the Apocalypse or World of Darkness games
> 
> » EX: Distances in Quest
> 
> » EX: Currency in Yeld 2e, tokens in Belonging Outside Belonging games
> 
>  
> 
> ➡ Include scripts for GMs, players, or specific moments of play.
> 
> » EX: The fill-in-the-blank player character introduction and first session scripts in Quest 
> 
> » EX: Location and NPC descriptions in Eureka modules, separated into descriptions for the GM and descriptions to be read aloud to the players 
> 
>  
> 
> *Have ideas you want included here? Email me at Luka@psychhound.com*

 

Find [PDF and EPUB versions of this list on itch.io](https://psychhound.itch.io/accessible-rulebooks), including the Accessibly Designed logo for rulebooks or store pages. 

[![A logo of two shaking hands with the text Accessibly Designed](https://www.psychhound.com/hubfs/Accessible%20Rulebook%20Logo.svg)](https://psychhound.itch.io/accessible-rulebooks)

---

## More Resources

Check out these resources from other creators below.

If you'd like your accessibility resource to be included, email me at [Luka@psychhound.com](mailto:Luka@psychhound.com). 

➡ [Accessibility in Tabletop Design](https://www.explorersdesign.com/tabletop-accessibility-checklist/) by Explorers Design dives into the differences between inclusive, accessible, and approachable design. It links to specific guidance from the [Web Content Accessibility Guidelines (WCAG)](https://www.w3.org/WAI/standards-guidelines/wcag/).

➡ [More Than ALT Text: Designing for Accessibility](https://www.ttrpgkids.com/2025/10/08/more-than-alt-text-designing-for-accessibility-available-on-indiana-state-library-youtube/) hosted by the Indiana State Library YouTube account, a panel discussion on accessibility in TTRPG design. The link goes to TTRPGkids and includes further links to the panel members and their resource document.

➡ [The Games Accessibility Knowledgebase.](https://manycatsuk.notion.site/The-Games-Accessibility-Knowledgebase-5d1354c84b6a47e2a5f4d6f32402c71a) A database of accessibility guidance relating to games. This database is largely video game focused, but there are still TTRPG-relevant resources included.

➡ [Instructional Design For Tabletop Roleplaying](https://levikornelsen.itch.io/instructional-design-for-ttrpgs) by Levi Kornelsen. A primer on instructional design to aid in writing TTRPG rulebooks as effective instructional documents. [Check out Levi’s itch for more resources.](https://levikornelsen.itch.io/)

➡ [Visual Accessibility Skills Toolkit](https://vast.guide/) by Brian Tyrrell and Yubi Coates is a series of short articles aiming to spread awareness about visual impairments and their associated access requirements.

➡ [Ten Usability Heuristics](https://www.nngroup.com/articles/ten-usability-heuristics/) by Jakob Nielsen. Ten general principles for user-friendly design with interactive projects. Includes downloadable summary posters for easy offline reference. 

➡ [How to Pitch Your Novel](https://manuscriptacademy.com/how-to-pitch-your-novel-to-literary-agents)by the Manuscript Academy. Includes frameworks and common missteps for creative elevator pitches, which can be tweaked for TTRPGs. 

 

---

*This page is a living document and may be added to or edited over time.*

*Originally published October 17, 2025 on Wordpress.*

![Luka Brave](https://www.psychhound.com/hubfs/psychhound%20circle%20logo%20gbg.png)

### Luka Brave

Luka is a game designer focusing on transformative analog TTRPGs, with experience as a disability advocate, social worker, instructor, and researcher.

<https://www.psychhound.com/hound-blog/www.linkedin.com/in/luka-brave-5a9227310> [mailto:luka@psychhound.com](mailto:luka@psychhound.com) <https://psychhound.itch.io/?rel=author>

<https://www.psychhound.com/hound-blog/author/luka-brave>

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Meaningful and transformative analog roleplaying games by Luka Brave. 

 

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Last updated Oct 2026

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