Beyond the Board: How Tabletop Games Become a Canvas for Healing, According to Designer Alex Roberts
Los Angeles, CA – In an era where digital distractions dominate, the quiet revolution of tabletop role-playing games (RPGs) continues to gain momentum, fostering communities and offering unique avenues for creative expression. Yet, for Alex Roberts, a celebrated game designer whose creations include the critically acclaimed Star Crossed (a Jenga-powered RPG) and the recently re-released For the Queen, these games are far more than mere entertainment. They are, she posits, powerful instruments for empathy, communication, and even profound psychological healing, drawing a direct line between her work crafting interactive narratives and her parallel career as a professional counselor.
The second edition of For the Queen, published by Critical Role studio Darrington Press, has brought Roberts’ innovative design philosophy to a wider audience, prompting a closer look at the unexpected synergy between game design and mental wellness. While superficially distinct, Roberts argues that the two career paths are inextricably linked, each enriching the other. "Playing story games made me a better counsellor," Roberts reveals, highlighting the core insight that underpins her dual professional life. "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 profound observation serves as the cornerstone of her philosophy, suggesting that the collaborative storytelling inherent in her games cultivates vital interpersonal skills directly applicable to therapeutic practice.
Bridging Worlds: The Counselor and the Game Designer
Alex Roberts stands at a unique intersection of creativity and care. Her journey into game design began with a passion for interactive storytelling, culminating in titles that challenge traditional gaming norms. Star Crossed, for instance, famously uses a Jenga tower to represent the escalating tension and precariousness of a forbidden romance, demonstrating her knack for integrating tactile mechanics with emotional narrative. For the Queen, however, represents a particularly potent manifestation of her therapeutic insights, designed from the ground up to encourage deep listening, vulnerability, and collective narrative construction.
A Unified Philosophy
Roberts’ dual expertise allows her to approach game design with a nuanced understanding of human psychology and group dynamics. Her counseling background provides a framework for recognizing the intrinsic human need for connection, validation, and safe spaces for expression. Conversely, her experience facilitating story games has honed her ability to observe interactions, understand unspoken cues, and guide participants towards meaningful engagement—skills directly transferable to a counseling session. This symbiotic relationship suggests that the principles of effective therapeutic communication—active listening, empathetic reflection, and fostering a non-judgmental environment—are not just beneficial, but foundational to creating compelling and enriching tabletop experiences.
The conventional perception often segregates hobbies like gaming from serious endeavors like therapy. Roberts challenges this binary, advocating for a more holistic understanding of human well-being where various forms of engagement can contribute to personal growth. By consciously embedding therapeutic principles into her game designs, she creates environments where players, often unknowingly, engage in practices that mirror the benefits of formal group therapy. It’s not about making games into therapy, she clarifies, but about recognizing and harnessing the inherent healing potential that collaborative storytelling can unlock.
"For the Queen": A Canvas for Connection
At its heart, For the Queen is a masterclass in collaborative storytelling, a testament to Roberts’ ability to translate complex psychological concepts into accessible game mechanics. The game eschews competitive elements in favor of a shared narrative journey, where players collectively build the story of a matriarchal monarch and their devoted (or conflicted) attendants.

Mechanics Designed for Empathy
The core gameplay loop is elegantly simple yet profoundly impactful: players take turns drawing prompt cards and answering them, their responses weaving together to form a rich, evolving narrative. These cards aren’t mere plot hooks; they are carefully crafted questions designed to elicit emotional responses, provoke introspection, and challenge players to explore their characters’ loyalty, fears, and desires within the court of the powerful Queen. "It’s a game that’s far more about the journey than the destination," Roberts explains, emphasizing the process of collective creation over a predetermined outcome. This focus inherently encourages players to listen intently to their fellow courtiers, building upon each other’s contributions and allowing the narrative to organically unfold.
Roberts highlights how the game’s structure naturally fosters active listening: "[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 isn’t passive listening; it’s an engaged, generative act. Each player’s response becomes a building block for the next, demanding attention and empathy to maintain narrative coherence and emotional resonance. The collaborative nature means that no single player dictates the story; instead, it emerges from the collective imagination, a truly democratic storytelling experience that mirrors the dynamics of a supportive group setting.
The themes explored in For the Queen are diverse and often deeply resonant, touching upon power dynamics, authority, loyalty, and even nuanced interpretations of femininity. Players embody characters who grapple with their relationships to a powerful, often enigmatic, ruler. This fictional premise provides a safe remove, allowing players to explore complex emotions and societal structures without the direct personal stakes of real-life conversations.
Navigating Sensitive Terrain: The Power of Passing
With the second edition, Roberts thoughtfully revisited and refined the game’s content, acknowledging the delicate balance between challenging players and ensuring a safe, inclusive environment. Beyond revamped artwork, some prompt cards were revised or removed entirely. Roberts specifically cites the removal of a card that prompted players to confront being called "ugly," noting, "Being told they’re ugly hits people a certain way, keeping it in was not worth the bad times it caused." This decision reflects a deep understanding of player psychology and a commitment to minimizing unnecessary distress, while still retaining the game’s capacity for profound emotional exploration.
Crucially, Roberts did not seek to eliminate all potentially difficult moments. Instead, she empowered players with a fundamental mechanic: the ability to pass on any card they don’t feel comfortable answering. This "pass" mechanic is not merely a means of avoidance; it’s an integral design choice that underscores respect for player autonomy and emotional boundaries. "It’s really important to me that people can pass on their turn," Roberts emphasizes, recounting a session with her sister, whom she describes as "quieter." Her sister passed on roughly half her turns, yet Roberts observed, "what was so interesting is that I was so happy with how that worked, because they were still enjoying it very much." This anecdote powerfully illustrates how the pass mechanic ensures inclusivity, allowing individuals to participate at their own comfort level without feeling pressured or marginalized. "It’s important to me to think about those [quieter] players in my design," Roberts adds, demonstrating a conscientious approach to crafting experiences that cater to a spectrum of personalities and emotional capacities.
The Therapeutic Tapestry of Play
Roberts’ core argument extends beyond the specific mechanics of For the Queen to the broader potential of role-playing and storytelling games. She contends that these interactive narratives offer a unique, non-clinical space for personal growth and healing, echoing many benefits found in traditional therapeutic settings.

Empathetic Witnessing and Emotional Expression
"The experience of being acknowledged and treated as a valuable human being that’s being listened to is powerful," Roberts asserts. This sentiment lies at the heart of both effective counseling and deeply engaging collaborative play. In a game like For the Queen, when a player shares a heartfelt response to a prompt, and their fellow players genuinely listen, build upon it, and validate their contribution, it creates an environment of profound psychological safety. "Being able to say things that you’ve maybe never said before and have it be accepted as alright," she continues, perfectly encapsulates the cathartic release and validation that such an environment can provide.
Roberts draws a direct parallel between this phenomenon and group therapy. "What can happen in group therapy is that you’re empathetically witnessed by people with a shared experience." In the fictional setting of an RPG, players might not share the exact real-world experiences, but they share the experience of the game, and within that shared narrative, they can find resonance and understanding. The act of collaboratively building a story, even a fictional one, fosters a sense of shared vulnerability and mutual support that can be deeply therapeutic. This "empathetic witnessing" allows individuals to feel seen, heard, and understood, a fundamental human need that can often go unmet in daily life.
Rehearsing Relationships and Subverting Norms
The power of role-playing games lies in their capacity to create a safe space for players to explore emotions and behaviors they might not express in their daily lives. "I’m interested in the healing that comes from expressing emotions you’re not expressing daily," Roberts explains. "I want that person’s anger to come out, I want to hear about their sadness." This isn’t about uncontrolled emotional outbursts, but about providing a controlled, fictional outlet for feelings that might otherwise be suppressed due to societal expectations or personal inhibitions.
Roberts highlights the "hyper-gendered" nature of certain emotions, such as the stereotype of sadness in women or anger in men. Role-playing offers a unique opportunity to subvert these rigid behavioral expectations. A male player might feel more comfortable expressing vulnerability or sadness through a fictional character, while a female player might explore anger or assertiveness. These "reparative experiences," as Roberts terms them, allow individuals to experiment with different emotional expressions in a low-stakes environment. "These kinds of reparative experiences are very often things that people should have experienced when they were young or with their families, but that didn’t happen for some reason," she reflects, pointing to the potential for games to provide a corrective emotional experience, offering a chance to develop emotional literacy and express a wider range of feelings.
Furthermore, role-playing allows individuals to "become someone they’ve otherwise never been allowed to be." This can be incredibly liberating. For those struggling with social anxiety or low self-esteem, embodying a confident, articulate character can be a powerful confidence booster. Roberts elaborates on this concept, stating, "We often talk about therapeutic relationships [between counsellors and counsellees] as being a rehearsal for other relationships. These things can also happen in the roleplaying space." The interactions within a game, even when fictional, provide a safe arena to practice social skills, test boundaries, and develop new ways of relating to others, effectively serving as a low-risk simulation for real-world social dynamics.
Roberts herself attests to the personal transformative power of such experiences: "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 underscores the profound impact that validated expression and positive affirmation within a supportive gaming community can have on an individual’s self-perception and confidence.

Beyond Formal Therapy: A Holistic View of Healing
Roberts’ perspective extends beyond the confines of clinical therapy, advocating for a broader understanding of healing modalities. While one-to-one therapy has gained significant traction and acceptance, she notes a tendency to downplay or under-acknowledge other forms of healing. She provides a compelling example from Rwanda, where individuals sometimes prefer to process trauma through community-based shared grief rather than individualized counseling.
"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 states, challenging the notion that formal clinical therapy is the only legitimate path to healing. This historical perspective grounds her argument in a universal human experience, highlighting the myriad ways societies have historically supported their members through distress.
This broader view is crucial to understanding her perspective on games: "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." She isn’t suggesting that games replace professional mental healthcare, but rather that they can serve as powerful complementary tools, fostering well-being through engagement, connection, and self-expression. They can offer a low-barrier entry point to practices that cultivate emotional resilience and social intelligence.
The Critical Role of Environment and Trust
However, Roberts is also quick to introduce a vital caveat: the therapeutic benefits of role-playing games are highly dependent on the "culture of play at the table." It’s not simply the game itself, but the people playing it and the environment they create that unlocks its potential. "I think it has a lot to do with the culture of play at the table; it’s perfectly legitimate to not want to be in anybody’s therapy session," she acknowledges. This is a crucial distinction. While games can be therapeutic, they are not always therapy, nor should they be forced into that role. The intention and boundaries of the group are paramount.
Players seeking a more therapeutic experience from their games must actively cultivate a supportive, trusting, and empathetic group dynamic. This means choosing fellow players carefully and establishing a group culture where vulnerability is safe, listening is prioritized, and mutual respect is foundational. Without these elements, even the most thoughtfully designed game will struggle to provide the deeper, more resonant experiences Roberts describes.
A New Frontier for Connection and Healing
Alex Roberts’ work with For the Queen and her insights into the therapeutic power of tabletop games offer a compelling vision for the future of interactive entertainment. By consciously integrating principles of counseling and psychology into game design, she demonstrates how these experiences can transcend mere leisure, becoming potent catalysts for personal growth, emotional expression, and community building.

She encourages players, when they find themselves in the right environment with the right people, to embrace the potential for emotional and behavioral catharsis that role-playing offers. "You don’t know when something profound is going to happen in a roleplaying game," she muses, advocating for openness and trust. Her final advice is simple yet profound: "My God, just play with people you like and trust."
In a world increasingly seeking authentic connection and meaningful engagement, Roberts’ work stands as a powerful reminder that healing and personal discovery can be found in the most unexpected places – even around a table, guided by cards and the collective imagination, in the court of a fictional queen. As For the Queen: Second Edition finds its way into more hands, it not only promises engaging gameplay but also offers a subtle yet profound invitation to listen, connect, and, perhaps, heal.
You can buy For the Queen: Second Edition from the Critical Role store.

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