There are of course D&D spin-offs and clones like Pathfinder and 13th Age, old school (OSR) "retro-clones" like Dungeon Crawl Classics, Lamentations of the Flame Princess and many, many others. Then there are the classic non-D&D games like Shadowrun (in its 5th edition now), Traveller, Warhammer Fantasy Roleplay (4th edition just released), and GURPS. There's Savage Worlds for fast-paced pulp-style adventures, FATE for absolutely anything you can possibly imagine (including publications for Dresden Files and others). There's FFG's excellent Star Wars games (Edge of the Empire, Age of Rebellion and Force and Destiny), and dozens if not hundreds of smaller indie games, many of which are completely free.
We are truly living in a golden age for roleplaying games. D&D is merely the most visible and best-known one.
If you want to stick close to D&D, Pathfinder and 13th Age are obvious choices. If you prefer something a bit more raw, less polished maybe, deadlier, where survival is a goal in itself and combat may be better avoided, try one of the OSR systems, like DCC, LotFP, Labyrinth Lord, OSRIC, etc. Lamentations of the Flame Princess is weird horror and explicitly 18+. If you want the feeling of D&D but with a system that focuses more on the story and the experience than on all the numbers in D&D, then try Dungeon World. A lot of people lauded Dungeon World for recreating the feeling they had when they first played D&D.
If you want to get further away from D&D, well, what direction do you want? Fantasy? SF? Cyberpunk? Historical? Martial arts? Horror? Steam punk? Espionage? Military? Old West? TV shows?
SF or Cyberpunk
Starfinder is, I believe, Pathfinder in space.
GURPS is setting-agnostic.
Aside from the dated and weird essentialization of Native American cultures, Shadowrun's setting is really good and fun.
Unfortunately it's hard to run a game with a decent narrative flow just because the combat system is so complicated. My group decided to shame people out of playing mages or riggers just because we didn't want to have to deal with simultaneously doing combat in cyberspace and the astral plane at once. It really puts a damper on having a fun game that flows. I wouldn't recommend it for someone new to pen&paper RPGs.
On the other hand, the tedium of combat gave us a strong incentive to talk our way out of problems instead of going the murder-hobo route.
Oops, not in print since 2000... yep.
If you like fantasy mixed in with your cyberpunk, Shadowrun is the gold standard. A word of warning: Shadowrun has a rather heavy, complex system, because it does absolutely everything. But I like it a lot.
Generic systems like GURPS and Savage Worlds can do cyberpunk of course, although I don't think GURPS Cyberpunk has been updated to the 4th edition. No doubt something exists for Savage Worlds, but I have no idea what.
There are other cyberpunk systems that I know very little about, but others are enthusiastic about, including Eclipse Phase (seems to include space and transhumanism, so it's probably not pure cyberpunk, but it might suit your taste), or Ex Machina.
Sprawl seems to be the Apocalypse World/Dungeon World adaptation for cyberpunk.
SF is much broader. The original SF RPG is of course Traveller, which is somewhat retro; the game predates computers and doesn't have many (any?) robots either. But if you want to travel around in a space ship, this is great.
Stars Without Number is an SF game that translates ideas from the OSR movement to the SciFi setting.
There are of course several different Star Wars games, including the original d6-based game by West End Games (recently republished by Fantasy Flight Games), the d20 (D&D-like) Saga Edition, and the Edge of the Empire-style games by Fantasy Flight.
GURPS is great at SciFi, and I'm sure Savage Worlds does it too.
Diaspora is a small but really cool hard SF game based on the Fate system. I love how you first generate the worlds together and then generate the party together. In space combat, dumping heat is a major concern.
Paranoia is weird dystopian funny SF. The Computer is your friend.
Starfinder is the SF version of Pathfinder. I assume the system is therefore D&D-related, but I honestly don't know.
Dark Heresy takes place in the Warhammer 40K universe.
But there are dozens if not hundreds of others.
https://talsorianstore.com/collections/cyberpunk
But if I were to recommend a single (set of) games, it would be the classic World of Darkness games, like Mage: the Ascension 20th anniversary Ed:
https://www.drivethrurpg.com/m/product/149562
For a game with some interesting mechanics, you might enjoy Underground:
https://www.drivethrurpg.com/m/product/2873
And for something... Different, we've had a lot of fun with Microscope:
If you want a game which is more realistic and almost entirely 'straight' historic medieval Europe, but where magic, as they believed in it at the time, is real, go check out Ars Magica. Ars Magica is especially recommended if you like playing mages and want a game with one of the most fleshed out and 'realistic' magic system ever seen in a role playing game.
I've even heard things like contact-lenses-as-a-service advertised on general interest podcasts.
Presumably, text based games are played with a screen reader. Would music and sound interfere with the persons ability to play? I was wondering if you could mix text and 3D audio to create a richer environment.
Many preffer to be able to set the reading speed though (2x and 3x not uncommon) and to be able to skip to the important part of the message. Especially important when you can't use visual pattern scanning on text that shows up often.
Mabe use the browser to create a textbased game? The tools exists there already and the users are used to use them.
I’m especially interested in creating a 3D soundscape, maybe something similar to what is described here: https://www.gamasutra.com/view/feature/131900/playing_by_ear... but not necessarily instead of text, but rather to augment it. Based on what you’re saying, it would probably work well enough: have separate volume controls for music, ambient sound and sound effects (as most games have already anyway — many games have a voice volume too, but I guess voice should be left wholly up to the screen reader and it should control the volume/speed).
Using a browser sounds like a good idea. Definitely wouldn’t want to implement screen reading capability yourself!
Indra Shah (booker prize shortlist author) wrote a book called Cyber Gypsies that covers this late 70's online community
I just saw a pic-to-Braille conversion bot on Reddit, and your comment made me wonder if something similar could be built for blind Minecraft players. So far, I'm not aware of open source Minecraft-alikes that exposes the game purely through an API, though an open modding API like Minetest's [2] could probably be leveraged.
Googling around for this information leads to a lot of dead ends talking about the in-game Blindness effect, and I'm not a domain expert in what blind gamers would want to see, anyways. But it would be really cool to see the blind community add new dimensions to current game genres through game interaction APIs (though managing that and botting using the APIs would be an open problem).
[1] https://education.minecraft.net/wp-content/uploads/Code_Conn...
1. We played Minecraft with the specific intent of making visually appealing buildings. So at some point, when you can't see, that's not going to be fun no matter what you do...
2. Minecraft really doesn't have any accessibility whatsoever. You can scale the UI, but... high contrast mode? If you could even get that working with the base game, it's definitely not going to work with the mods we were playing with. As my friend went blind, it got harder and harder for him to deal with any zombies or anything that was moving, since it took him so long to slowly scan the screen and understand where he was. We considered trying to make mods to make things a little bit easier, but struggled with coming up with any mod that would actually improve things. :)
3. My quick glance at the API suggests that we'd end up with a situation where we were playing the game and he was... programming. That may work for some people, but I think for this group that borders too close on after-hours work...
That fast skim reading can't be done with braille.
Plus, you don't even have to use dice—anything that gives a uniformly random outcome is alright. (E.g. local “Choose your adventure”-clone books had dice sides printed on each page.)
Now, tracking the character sheet and consulting the rules are probably more of a nuisance to the person.
For a while he was DMing and he would use a screenreader to access his notes plus the rolls. We don't typically use maps or boards, but instead try to do it all with descriptions of places. It does mean that the rooms we enter all tend to be fairly simply shaped, and it's possible that each of us has pictured a slightly different room, but it all works out in the end.
Are they using their disability during gameplay, and/or in-character?