Alex Roberts: Weaving Worlds and Healing Souls Through Tabletop Games
FOR IMMEDIATE RELEASE
In a compelling convergence of creativity and care, Alex Roberts, the celebrated designer behind innovative tabletop games like the Jenga-powered RPG Star Crossed and the narrative-driven For the Queen, is carving a unique path that intertwines her passion for game development with her professional expertise as a counsellor. The recent publication of the much-anticipated second edition of For the Queen by Critical Role studio Darrington Press brings her work into a wider spotlight, simultaneously highlighting the profound philosophy that underpins her dual career: the belief that storytelling games can be powerful conduits for personal growth and healing.
At first glance, the roles of game designer and counsellor might appear disparate, occupying different realms of engagement. However, Roberts firmly asserts an undeniable connection. "Playing story games made me a better counsellor," she states, offering a revealing glimpse into her integrated worldview. "I obviously got into making games because it’s fun but it’s taught me how to play close attention and listen to people." This fundamental principle – that the act of crafting and engaging with narrative play cultivates essential empathetic and observational skills – forms the bedrock of her unique approach. Her work invites a re-evaluation of how we perceive games, elevating them beyond mere entertainment to potent tools for self-discovery and relational understanding.
The Unlikely Synergy: Game Design Meets Counselling
Alex Roberts’ journey into game design was initially driven by the sheer joy of creation and play. Yet, as her career progressed, she began to notice a symbiotic relationship forming between her two professional spheres. The meticulous attention to human interaction, the careful calibration of emotional responses, and the art of facilitating meaningful dialogue—all central to effective counselling—found unexpected echoes in the design and playtesting of her games.
Counselling demands an acute awareness of non-verbal cues, an ability to hold space for vulnerability, and the skill to guide individuals through complex emotional landscapes. Roberts discovered that game design, particularly in collaborative storytelling formats, inadvertently honed these very abilities. By observing how players interact, how they interpret prompts, and how they navigate shared narratives, she gained deeper insights into human psychology and group dynamics. This real-time, dynamic observation proved invaluable, informing not only her game mechanics but also refining her therapeutic techniques.
Conversely, her counselling background imbues her game design with a deliberate empathy and a profound understanding of player experience. She approaches game creation not just from a mechanical perspective, but from a human-centered one, considering how the game will make players feel, what it will invite them to explore, and what kind of space it will create for their interactions. This dual lens allows her to craft experiences that are not only engaging but also inherently considerate of the emotional journey of the participants.

For the Queen: A Narrative of Empathy and Expression
At the heart of Roberts’ philosophy lies For the Queen, a game that epitomizes her belief in the power of collaborative storytelling. Far from a competitive endeavor, For the Queen is a cooperative narrative experience where players assume the roles of attendants to a powerful, matriarchal monarch. The gameplay unfolds through a deck of prompt cards, each inviting players to answer questions that gradually weave a unique, unfolding story. The core objective is not to win, but to collectively construct a compelling narrative, testing characters’ loyalties and forcing them to examine their intricate relationships with their enigmatic ruler.
Mechanics of Connection: Fostering Active Listening
The genius of For the Queen lies in its elegantly simple yet deeply effective mechanics for fostering active listening and empathetic engagement. Players take turns drawing and responding to cards, but these turns are not isolated performances. Instead, each response builds upon the last, driving the communal narrative forward. Roberts emphasizes this intentional design: "[For the Queen] is structured in such a way that people are primed to listen to each other. Players get into the mode of listening so they can answer follow-up questions."
This structural priming is crucial. Unlike many games where players might mentally prepare their next move while others speak, For the Queen demands continuous attention. A player’s response might directly influence the next card drawn or the subsequent player’s interpretation, creating a tightly woven tapestry of interconnected narratives. This constant feedback loop encourages players to truly hear and internalize their fellow courtiers’ contributions, transforming individual stories into a rich, shared mythology. The game becomes less about individual performance and more about the collective act of creation, where the journey of unfolding discovery is paramount.
Thoughtful Design: Inclusivity and Comfort
Roberts’ counselling insights are perhaps most evident in her deliberate design choices aimed at player comfort and inclusivity. The themes explored in For the Queen are diverse, ranging from power dynamics and authority to nuanced expressions of femininity and loyalty. While designed to be thought-provoking, Roberts is acutely aware of the potential for certain prompts to cause discomfort.
One significant change in the second edition exemplifies this sensitivity: the removal of a prompt Roberts observed causing negative reactions in the original version. "Being told they’re ugly hits people a certain way, keeping it in was not worth the bad times it caused," she explains. This decision underscores her commitment to creating a safe space, prioritizing player well-being over potentially provocative content that doesn’t ultimately serve the game’s core purpose.
Beyond specific card content, For the Queen incorporates a vital "pass" mechanic, allowing players to opt out of answering any card they feel uncomfortable with, for any reason. This isn’t merely a safety valve; it’s an integral part of the game’s design philosophy. Roberts recounts a session with her sister, whom she describes as "quieter," who passed on roughly half her turns. "What was so interesting is that I was so happy with how that worked, because they were still enjoying it very much," Roberts reflects. "It’s important to me to think about those [quieter] players in my design." This mechanic champions autonomy and demonstrates a deep understanding of diverse social styles, ensuring that even those less inclined to speak can fully engage and derive enjoyment without feeling pressured. It reflects a core counselling principle: respecting individual boundaries and pacing.

Beyond Entertainment: Games as Therapeutic Spaces
Roberts’ most profound insights emerge when discussing the therapeutic potential of tabletop games. She argues that while not formal therapy, games like For the Queen can offer significant healing benefits by creating unique spaces for emotional expression, validation, and relational practice.
The Power of Acknowledgment
A cornerstone of Roberts’ philosophy is the transformative power of being genuinely heard and acknowledged. "The experience of being acknowledged and treated as a valuable human being that’s being listened to is powerful," she states. "Being able to say things that you’ve maybe never said before and have it be accepted as alright." This resonates deeply with fundamental human needs for validation and belonging. In the fictional crucible of a storytelling game, players can voice thoughts, feelings, or narratives that might be too vulnerable or socially unacceptable to express in everyday life, finding acceptance within the game’s boundaries.
Roberts draws a parallel to group therapy, where "you’re empathetically witnessed by people with a shared experience." In a well-facilitated game, players can experience a similar sense of collective understanding and support, creating a powerful feeling of not being alone in their imagined struggles, which can often mirror real-world anxieties.
Rehearsing Real-World Relationships
One of the most compelling arguments Roberts makes is that games can serve as a "rehearsal for other relationships." In the controlled, fictional environment of a roleplaying game, players can experiment with different social dynamics, practice empathy, navigate conflicts, and test boundaries without real-world consequences. This safe space allows for the development and refinement of interpersonal skills that are directly transferable to actual relationships.
By embodying characters and reacting to scenarios, players can explore various relational patterns—loyalty, betrayal, compassion, defiance—and observe the impact of their choices. This experiential learning, often more effective than abstract instruction, provides a dynamic laboratory for social and emotional intelligence. The game becomes a low-stakes training ground for life itself.
Subverting Behavioral Norms: Healing Through Expression
Roberts is particularly interested in "the healing that comes from expressing emotions you’re not expressing daily." She observes that societal norms often dictate which emotions are acceptable for certain genders or roles, leading to the suppression of genuine feelings. "I want that person’s anger to come out, I want to hear about their sadness," she states, highlighting the cathartic potential of games.

She points to the "hyper-gendered" nature of certain emotions—the stereotype of sadness in women or anger in men—and how roleplaying can offer a powerful chance to subvert these expectations. By stepping into a character, an individual might feel empowered to express anger when they typically suppress it, or sadness when they usually project strength. These "reparative experiences," as Roberts terms them, can be profoundly healing, offering a chance to address emotional needs that might have gone unmet in childhood or within family dynamics. The game provides a temporary, permissible space to inhabit a different emotional landscape, fostering a more complete and integrated self.
The Broader Landscape of Healing: Redefining Therapy
Roberts’ perspective extends beyond the individual therapeutic benefits of games to a broader philosophical understanding of healing itself. She challenges the conventional, often Western-centric view of therapy as solely a one-to-one, professionalized service. She cites an impactful example from Rwanda, where individuals offered one-to-one therapy sometimes preferred alternative methods of processing trauma, such as shared grief within their communities.
"I like to remind people that ‘therapy’ as we know it hasn’t been around for that long but people have always suffered and found ways to work with that suffering," Roberts explains. This historical and cultural perspective emphasizes that healing is a multifaceted process, not confined to clinical settings. It encourages a broader appreciation for informal, community-based, and creative avenues of support.
Within this wider framework, games naturally find their place. "One of the reasons why I do feel that games are therapeutic is that they don’t have to actively be therapy to provide some of the healing benefits," Roberts asserts. This distinction is critical. Games aren’t a substitute for professional mental health care when it’s needed, but they can offer complementary benefits, fostering resilience, connection, and emotional processing in accessible and engaging ways. They tap into ancient human traditions of storytelling, play, and community building as essential components of well-being.
Cultivating the Right Environment: The Importance of Community
While advocating for the therapeutic potential of games, Roberts is also careful to temper expectations and emphasize the crucial role of the play environment. These profound experiences are not guaranteed simply by playing any game; they are heavily influenced by the "culture of play at the table."
"It’s perfectly legitimate to not want to be in anybody’s therapy session," she acknowledges, recognizing that many players seek pure entertainment and fun from their games, not deep emotional processing. For those interested in exploring the more therapeutic dimensions, however, the choice of playgroup is paramount. Roberts strongly advises seeking out a supportive and trusting community. "You don’t know when something profound is going to happen in a roleplaying game," she reflects. Her ultimate counsel is simple yet powerful: "My God, just play with people you like and trust."

Her own positive experiences underscore this point. Roberts recounts how roleplaying, in a trusted environment, significantly boosted her self-esteem during a period of under-confidence. "A lot of the ways in which roleplaying has changed my life for the better is doing it at a table with other people I liked and respected – during a time where I felt under-confident and didn’t have a ton of self-esteem – offering my opinions and having other people say: ‘That’s great!’" This personal testimony highlights that the magic lies not just in the game’s mechanics, but in the reciprocal validation and acceptance offered by a supportive community.
Conclusion
Alex Roberts stands as a beacon at the intersection of game design and mental health, demonstrating how creative play can profoundly enrich our lives and foster healing. Through games like For the Queen, she doesn’t just entertain; she facilitates deep listening, empathetic engagement, and safe emotional expression. Her work challenges us to reconsider the boundaries of therapy, acknowledging the ancient, inherent human capacity for healing through shared narrative and community.
In a world increasingly seeking authentic connection and meaningful self-expression, Roberts’ insights offer a refreshing perspective. Her philosophy reminds us that the simple act of gathering around a table, drawing a card, and sharing a story with trusted companions can unlock profound personal growth, acting as a rehearsal for life’s complexities and a gentle balm for the soul. The second edition of For the Queen is more than just a game; it’s an invitation to explore, connect, and perhaps, to heal.
For the Queen: Second Edition is available now from Darrington Press.
