Alex Roberts: Weaving Healing Narratives Through Tabletop Games
Seattle, WA – In an era where the boundaries between play and purpose are increasingly blurred, Alex Roberts stands out as a pioneering figure, uniquely positioned at the intersection of tabletop game design and professional counselling. Best known within the tabletop community for critically acclaimed games such as the Jenga-powered RPG Star Crossed and the evocative storytelling game For the Queen, Roberts also dedicates her time to a counselling service. The recent publication of For the Queen: Second Edition by Critical Role studio Darrington Press has brought renewed attention to her work, not just as a designer, but as someone who profoundly understands the therapeutic potential embedded within collaborative storytelling.
While her two career paths might initially appear disparate, Roberts vehemently asserts their inherent connection. "Playing story games made me a better counsellor," she states, a sentiment that underpins her unique design philosophy. "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 insight forms the bedrock of an approach that transforms mere entertainment into a powerful medium for personal growth, emotional expression, and communal healing.
Main Facts
A Dual Vocation Unveiled
Alex Roberts is not merely a celebrated designer of tabletop roleplaying games; she is also a practicing counsellor, embodying a rare synthesis of creative artistry and therapeutic expertise. Her design portfolio includes innovative titles like Star Crossed, a game that uses a Jenga tower to simulate escalating romantic tension, and For the Queen, a narrative prompt game lauded for its accessibility and emotional depth. The recent launch of For the Queen: Second Edition by Darrington Press, the publishing arm of the renowned Critical Role studio, signals a significant milestone, bringing Roberts’ distinctive vision to an even wider audience. This dual professional identity is not coincidental but foundational to her work, as Roberts consistently demonstrates how the skills honed in one domain directly enrich the other.
For the Queen: A Glimpse into Collaborative Storytelling
At its core, For the Queen is a collaborative storytelling game that invites players into a rich, emergent narrative. Participants assume the roles of attendants to a formidable, often enigmatic, matriarchal monarch. The game’s engine is deceptively simple yet profoundly effective: players take turns drawing and responding to prompt cards, with each answer building upon the last to construct a shared, evolving story. The scenarios presented by these cards are designed to test loyalty, explore complex relationships with authority, and delve into personal values, all centered around the figure of the Queen. Unlike many games focused on winning or achieving specific objectives, For the Queen emphasizes the journey—the unfolding narrative, the shared experience, and the intricate web of interactions between players. It is a game where listening to fellow courtiers is as crucial as contributing one’s own narrative threads, fostering an environment of deep engagement and mutual attention.
The Counsellor’s Touch in Game Design
Roberts’ professional background as a counsellor is not merely a footnote to her game design; it is a lens through which her games are conceived and refined. Her assertion, "Playing story games made me a better counsellor," encapsulates the reciprocal relationship between her two careers. The rigorous demands of active listening, empathetic understanding, and non-judgmental observation, central to effective counselling, are skills that Roberts found herself honing and applying within the dynamic environment of tabletop roleplaying. Conversely, her experience in facilitating healing and self-discovery through dialogue has directly informed the mechanics and thematic elements of her games. This symbiotic relationship allows Roberts to craft experiences that are not only enjoyable but also inherently capable of fostering connection, introspection, and emotional processing, making her a unique voice in the tabletop industry.
Chronology
The Genesis of a Unique Perspective
Alex Roberts’ journey into game design began, as it often does for many creators, out of a sheer love for play. "I obviously got into making games because it’s fun," she candidly admits, highlighting the intrinsic joy that first drew her to the medium. However, this initial spark quickly evolved as Roberts recognized the profound cognitive and emotional engagement that games, particularly narrative-driven ones, could foster. Her early designs, like Star Crossed, already hinted at a deeper interest in human connection and complex emotional dynamics. Star Crossed, which uses the physical precariousness of a Jenga tower to represent the fragile tension of forbidden romance, demonstrates her early inclination to use game mechanics to externalize internal states and interpersonal conflicts.

Parallel to her burgeoning career in game design, Roberts embarked on her path as a counsellor. This was not a divergent turn but rather a complementary development, as she found the skills cultivated in one domain naturally enhanced the other. The act of creating a safe space for emotional vulnerability in counselling, for instance, informed her approach to designing game environments where players felt comfortable to express themselves authentically. The meticulous attention to detail required to understand and respond to client narratives in therapy mirrored the careful observation needed to facilitate an evolving story in a roleplaying game. This dual development allowed Roberts to forge a truly unique professional identity, where the principles of therapeutic practice became integral to her creative process.
Evolution of For the Queen: From Concept to Second Edition
The original For the Queen emerged from Roberts’ desire to create a highly accessible storytelling game that prioritized emotional engagement and collaborative narrative over complex rulesets or competitive objectives. Its minimalist design and focus on open-ended prompts quickly garnered a dedicated following, celebrated for its ability to generate compelling, character-rich stories with ease. The game’s innovative approach to emergent narrative resonated deeply with players seeking experiences that were more about shared exploration than strategic victory.
The decision to develop a second edition, and critically, to partner with Darrington Press, marked a significant chapter in the game’s evolution. Darrington Press, known for its association with the global phenomenon Critical Role, brought substantial resources and a wider platform to For the Queen. This collaboration underscored the game’s growing recognition within the industry and its potential to reach an even broader audience. The second edition wasn’t merely a reprint; it was an opportunity for refinement and enhancement. Roberts oversaw a revamp of the artwork, giving the game a fresh, visually appealing aesthetic that maintained its thematic integrity. More importantly, she made subtle but impactful changes to some of the prompt cards. She specifically cites the removal of a prompt like "Being told they’re ugly," explaining, "hits people a certain way, keeping it in was not worth the bad times it caused." This revision exemplifies Roberts’ commitment to player well-being and her careful consideration of the emotional impact of her game’s content. It reflects a designer acutely aware of the therapeutic implications of her work, willing to iterate and improve based on genuine player experience and feedback, aligning her design choices with her counselling principles of safety and emotional care.
Supporting Data
Mechanics as Therapeutic Tools
The design of For the Queen is replete with subtle mechanics that, whether intentionally or not, serve deeply therapeutic functions. Roberts has meticulously crafted a system that encourages active participation and empathetic engagement, moving beyond mere entertainment to foster genuine connection and introspection.
Active Listening and Empathy: Roberts highlights how For the Queen is "structured in such a way that people are primed to listen to each other." This isn’t accidental; the game’s collaborative nature requires players to absorb and build upon each other’s contributions. Players are encouraged to "get into the mode of listening so they can answer follow-up questions," creating a dynamic where each narrative thread is acknowledged and integrated into the evolving story. This active listening is a cornerstone of empathetic communication, allowing players to genuinely connect with the perspectives and emotions being expressed by their fellow participants. In a world often characterized by fragmented attention, For the Queen creates a rare space for sustained, empathetic listening.
The Power of Collaborative Narrative: By co-creating a story, players experience the profound satisfaction of being heard and valued. Roberts articulates this powerfully: "The experience of being acknowledged and treated as a valuable human being that’s being listened to is powerful." This validation is a fundamental human need, and the game provides a safe, structured environment for it to occur. When a player offers a vulnerable or creative response, and it is seamlessly woven into the group’s shared narrative, it reinforces their sense of belonging and worth. This collaborative construction of meaning can be incredibly affirming, especially for individuals who may feel unheard in other areas of their lives.

The "Pass" Mechanic: Acknowledging Boundaries and Agency: One of the most insightful design choices in For the Queen is the "pass" mechanic, which allows players to decline answering any card they feel uncomfortable with. This is not merely a convenient escape route; it is an essential, intentional part of the game’s design, underscoring Roberts’ commitment to psychological safety and inclusivity. She describes a session with her sister, whom she characterizes as "quieter," who passed on nearly 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 recounts. "It’s important to me to think about those [quieter] players in my design." This mechanic empowers players to set their own boundaries, reducing performance anxiety and ensuring that participation remains a choice rather than an obligation. It teaches players, both active and observing, the importance of respecting individual limits and recognizing that presence and engagement can manifest in many forms, not just verbal output. This agency over one’s participation is a crucial element in creating a truly safe and therapeutic environment.
Exploring Complex Themes: The prompt cards in For the Queen delve into a variety of nuanced themes, from relationships with power and authority to feelings on femininity and personal sacrifice. By engaging with these weighty topics within the fictional framework of the game, players can safely explore complex emotions and societal constructs without direct personal exposure. This thematic depth provides a rich ground for introspection and discussion, allowing participants to examine their own views and experiences through the lens of their character and the unfolding narrative.
Roleplaying as a "Rehearsal for Life"
Roberts draws a compelling parallel between the dynamics of certain storytelling or roleplaying games and the therapeutic process, particularly group therapy. "What can happen in group therapy is that you’re empathetically witnessed by people with a shared experience," she explains. This empathetic witnessing is precisely what For the Queen facilitates, creating a space where players can explore aspects of themselves and their experiences in a supportive communal setting.
Emotional Expression and Subversion of Stereotypes: Roberts is keenly interested in "the healing that comes from expressing emotions you’re not expressing daily." She actively seeks to create environments where "that person’s anger to come out, I want to hear about their sadness." This focus directly addresses the societal pressures that often lead to the suppression of certain emotions, particularly those tied to "hyper-gendered" expectations—like the stereotype of sadness in women or anger in men. Roleplaying games, by offering a fictional avatar and a designated safe space, provide an invaluable opportunity to subvert these behavioral norms, allowing individuals to experience and express a full spectrum of emotions without fear of real-world repercussions. This cathartic release and acceptance of suppressed feelings can be profoundly liberating.
Corrective Emotional Experiences: Roberts eloquently articulates that "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." In a roleplaying context, players can experience validation, acceptance, and empathetic understanding that might have been absent in their formative years. This "corrective emotional experience" can be transformative, allowing individuals to re-script old narratives of self-worth and interpersonal interaction in a safe, supportive environment. The fictional setting provides a buffer, enabling players to take risks and experiment with new ways of being without the full weight of real-world consequences.
Personal Growth Through Fictional Roles: The ability to embody characters in a meaningful way offers players an opportunity to become someone they’ve "otherwise never been allowed to be." Roberts herself attests to the positive effects of roleplaying: "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 anecdote powerfully illustrates how the act of roleplaying, in a supportive group, can build confidence, foster self-acceptance, and provide a low-stakes environment for trying on new identities or behaviors. It acts as a powerful "rehearsal for other relationships," allowing individuals to practice social skills, emotional regulation, and self-advocacy in a safe, contained space.

The Broader Landscape of Healing
Roberts’ perspective extends beyond the confines of individual therapeutic experiences, offering a critique of the often-narrow focus on traditional one-to-one therapy as the sole or primary mode of healing. She advocates for a broader understanding of how individuals and communities navigate suffering and find solace.
Community and Shared Experience: She provides a compelling example from Rwanda, where individuals offered one-to-one therapy often declined it in favor of expressing and interacting with their trauma through communal forms of shared grief. This illustrates a crucial point: healing is not a monolithic process, and cultural contexts deeply influence preferred methods of coping. Roberts reminds us 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." This historical and cultural perspective underscores the validity of diverse healing modalities, many of which are inherently communal and narrative-based.
Games as Non-Clinical Therapeutic Avenues: This broader understanding underpins her core belief that "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 carefully distinguishes between games being therapy—a clinical process requiring trained professionals—and games being therapeutic—offering benefits akin to those found in therapy, such as emotional release, connection, and self-discovery, without the formal structure or explicit intention of a therapeutic intervention. This distinction is vital, as it allows for the appreciation of games’ healing potential without overburdening them with clinical expectations.
Official Responses
Darrington Press’s Endorsement and Vision
The decision by Darrington Press to publish For the Queen: Second Edition represents a significant endorsement of Alex Roberts’ work and the unique value proposition of her game. As the publishing arm of Critical Role, one of the most influential entities in modern tabletop gaming, Darrington Press’s selection of For the Queen speaks volumes about its quality, its innovative design, and its potential to resonate with a broad audience. This partnership provides Roberts with an unprecedented platform, elevating her game beyond niche indie circles and placing it firmly in the mainstream conversation about impactful tabletop experiences.
Darrington Press’s involvement is not merely a transactional publishing deal; it signals a recognition of For the Queen‘s unique capacity to foster deep, meaningful player interaction. By investing in a game that champions collaborative storytelling, emotional exploration, and player agency, Darrington Press implicitly aligns itself with Roberts’ vision of games as more than just entertainment. Their endorsement lends official credibility to the idea that tabletop RPGs can be powerful tools for connection and personal growth, expanding the perceived scope and purpose of the medium within the broader gaming community. This collaboration effectively serves as an official ‘vote of confidence’ in Roberts’ design philosophy and the therapeutic potential embedded within her creative output.
Designer’s Intent and Player Reception
Alex Roberts’ "official response" to her own design is deeply rooted in her counselling background, emphasizing player experience and well-being. Her revisions for the second edition, particularly the removal of potentially distressing prompts like the "ugly" card, are direct manifestations of this intent. She meticulously curates the player experience, prioritizing psychological safety and ensuring that the narrative journey, while potentially challenging, remains ultimately enriching. Roberts envisions For the Queen as a space where players feel empowered to explore complex emotions and narratives, knowing they have the agency to pass on any prompt that feels too personal or uncomfortable.

The reception to For the Queen, both in its original form and now with the second edition, overwhelmingly validates Roberts’ design choices. Players frequently laud the game for its accessibility, its ability to foster unexpected emotional depth, and the unique bond it creates among participants. The "pass" mechanic, initially a novel concept for some, has been widely embraced as a crucial element that enhances comfort and inclusivity, proving Roberts’ intuition about its importance for a diverse player base. This positive reception from the gaming community serves as a powerful affirmation that her dual expertise as a designer and a counsellor has allowed her to tap into a profound desire for meaningful, connective play experiences.
Implications
Redefining "Play" and "Therapy"
Alex Roberts’ work, particularly with For the Queen, carries significant implications for how we perceive both "play" and "therapy." By consciously infusing therapeutic principles into game design, she challenges the traditional dichotomy that often separates structured healing from recreational activity. Her approach suggests that play is not merely a diversion but a fundamental human activity capable of facilitating profound personal growth, emotional processing, and social connection. It broadens the definition of what constitutes a "therapeutic space," moving beyond clinical settings to include informal, collaborative environments like a game table. This redefinition invites a more holistic understanding of well-being, acknowledging that healing and growth can occur through diverse, often joyful, means.
Fostering Inclusivity in Tabletop Gaming
The intentional design choices in For the Queen, particularly the emphasis on active listening, collaborative storytelling, and the critical "pass" mechanic, have profound implications for fostering inclusivity within the tabletop gaming community. By actively designing for "quieter players" and prioritizing psychological safety, Roberts offers a template for creating games that are accessible and enjoyable for a wider spectrum of personalities and comfort levels. This moves beyond merely accommodating different play styles; it is about recognizing and valuing diverse modes of participation and expression. In an industry that sometimes inadvertently prioritizes dominant, extroverted play, For the Queen champions a gentler, more accommodating approach, demonstrating that deep engagement does not always equate to constant verbal contribution. This emphasis on inclusivity has the potential to make tabletop gaming a more welcoming and enriching hobby for everyone.
The Future of Narrative Games and Well-being
Roberts’ pioneering work points toward an exciting future for narrative games, where the intersection of design and psychological well-being becomes an increasingly fertile ground for innovation. As awareness grows regarding the mental health benefits of social connection, emotional expression, and imaginative play, more designers may begin to intentionally incorporate therapeutic principles into their creations. This could lead to a new generation of games that are explicitly designed not just for fun, but for fostering empathy, resilience, and personal insight. The success of For the Queen suggests a growing market for experiences that offer more than escapism—experiences that provide opportunities for self-discovery and meaningful interaction. This trend could see tabletop gaming evolve into an even more recognized and respected medium for personal and communal flourishing.
The Essential Foundation: Trust and Community
Despite the inherent therapeutic potential of her games, Roberts wisely tempers enthusiasm with a crucial caveat: the environment and the people one plays with are paramount. "You don’t know when something profound is going to happen in a roleplaying game," she advises. "My God, just play with people you like and trust." This final piece of advice underscores that while game mechanics can facilitate certain outcomes, the foundational element for any truly therapeutic experience—whether clinical or recreational—is psychological safety, built upon mutual respect and trust within a community. It’s a reminder that games, like any social interaction, are ultimately shaped by the human element. The profound benefits of For the Queen and similar narrative games are unlocked not just by the cards and prompts, but by the intentional creation of a supportive, empathetic space where players feel secure enough to be vulnerable, to listen, and to share. This call to intentional community building serves as a vital guide for anyone seeking to harness the deeper potential of tabletop roleplaying.
You can buy For the Queen: Second Edition from the Critical Role store.
