I'm also a TRPG player and GM, and I have total aphantasia. I can't possibly speak for all aphantasics, but I wouldn't want you to make most of those accommodations for me if I were a player at your table.
Metaphors and analogies are very useful for me, because they provide archetypes of mental models for my understanding of the world (in this case fictional). There's nothing inherently visual in them or difficult for me.
I love to see artwork, and maps certainly help understand the geography of a scene, but I'm not sure that has much to do with aphantasia. If the GM's verbal description is good, I actually prefer not seeing pictures, so that I can fill in what I can with my own imagination.
Maybe the biggest thing that aphantasia does in this context is give me a strong filter against "useless" details. If you describe a monster with knife-like jaws, or a woman with pink bubblegum hair, that's interesting because they are potentially useful "action hooks", i.e. knowing those might influence my decisions, be it tactics or conversation prompts. On the other hand, if you describe all the random colored spots on the monster's back or tell me that the woman's hair is blond with curls "like overcooked macaroni" or whatever, those are not going to mean anything to me, and they're going to bore me.
The idea here is creating tentative events in one's own calendar, not tentatively accepting someone else's events. This is to prevent overbooking oneself. It's a simple feature and I'd personally use it a lot.
NO - you clearly have never worked in a fortune 500 enterprise with tens of thousands of employees with oversight (Director of OPs) for their thousands of employees' email....
You have never managed a massive Exchange Network. (a pain in the butt)
Tentative acceptance is a feature that was oft underutilized.
I MAYBE will be there - but dont accept me for other shit, especially when I have an AE scheduling me?
Other things I've had to deal with: in Myanmar people usually don't have a concept of first and last name, just two (females) or three (males) words that form their "name" (as far as I can remember).
Also, often names in Sri Lanka look like this: Rajapaksha Mudiyanselage Siril Ariyaratna. Two family names and one or two given names. Regardless of the number of fields used, displaying long names like that needs some special considerations.
Neat, now I have a name for these. A lot of what is considered "bad writing" seems to consist of these "garden-path sentences", written unintentionally. Finding one of these in a text is a good indication that the author either didn't re-read what they wrote, or re-read it and couldn't step out of their own head to notice how confusing it is.
While copyediting, I often find that complex sentences can be easily clarified by rearranging a few words.
Because people often write as a stream-of-consciousness, and they'll begin a phrase, insert some explanatory phrase, and then finish the original thought, where now words are disconnected and make little sense.
This is, of course, peculiar to English, because if you're working in a language with declensions and many conjugations, word order may be less important, and word order itself is often an artistic element.
I like the idea. It reminds me of Reddit's Place, but with no way to coordinate. It's a rather frustrating experience, especially when others erase your hard-earned black squares (or when I did it myself in a moment of distraction), but it's also strangely addictive.
Metaphors and analogies are very useful for me, because they provide archetypes of mental models for my understanding of the world (in this case fictional). There's nothing inherently visual in them or difficult for me.
I love to see artwork, and maps certainly help understand the geography of a scene, but I'm not sure that has much to do with aphantasia. If the GM's verbal description is good, I actually prefer not seeing pictures, so that I can fill in what I can with my own imagination.
Maybe the biggest thing that aphantasia does in this context is give me a strong filter against "useless" details. If you describe a monster with knife-like jaws, or a woman with pink bubblegum hair, that's interesting because they are potentially useful "action hooks", i.e. knowing those might influence my decisions, be it tactics or conversation prompts. On the other hand, if you describe all the random colored spots on the monster's back or tell me that the woman's hair is blond with curls "like overcooked macaroni" or whatever, those are not going to mean anything to me, and they're going to bore me.