The Unseen Threads: How Game Design and Counselling Converge in Alex Roberts’ Vision

Los Angeles, CA – In the vibrant, often boisterous world of tabletop gaming, certain creators carve out niches that defy easy categorization. Alex Roberts is one such individual. Renowned within the community for innovative titles like the Jenga-powered RPG Star Crossed and the collaborative storytelling phenomenon For the Queen, Roberts also dedicates a significant portion of her professional life to a seemingly disparate field: counselling. Yet, for Roberts, these two career paths are not just parallel but profoundly interconnected, each enriching the other in a dance of empathy, narrative, and human connection.

The recent publication of For the Queen: Second Edition by Critical Role’s Darrington Press shines a renewed spotlight on Roberts’ unique philosophy. This updated release, testament to the game’s enduring appeal and critical acclaim, provides a timely opportunity to explore how Roberts’ background in therapeutic practice has subtly, yet fundamentally, shaped her approach to game design, and conversely, how the craft of creating interactive stories has honed her skills as a counsellor.

The Architect of Empathy: Alex Roberts’ Dual Calling

At first glance, the roles of a game designer and a counsellor appear to occupy entirely different spheres. One creates worlds for entertainment and escape; the other navig navigates the complex emotional landscapes of individuals seeking healing and guidance. However, Roberts perceives a powerful synergy. "Playing story games made me a better counsellor," she states unequivocally. Her journey into game design, initially spurred by the sheer enjoyment of the creative process, soon revealed deeper, unforeseen benefits. "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 keen observation and active listening are, of course, cornerstones of effective therapeutic practice, demonstrating a reciprocal relationship where her creative endeavors actively enhance her clinical skills.

Roberts’ ability to bridge these two worlds lies in her profound understanding of human interaction, communication, and the innate need for connection and validation. Her games, particularly For the Queen, are meticulously crafted environments designed not just for fun, but for fostering these very elements, making the leap from the game table to the counsellor’s couch less of a jump and more of a gentle transition.

For the Queen: A Throne of Collaborative Storytelling

At the heart of Roberts’ work, and central to understanding this unique convergence, is For the Queen. This critically acclaimed storytelling game stands out for its elegant simplicity and profound depth, offering players a distinctive collaborative experience.

Mechanics and Narrative Drive

In For the Queen, players assume the roles of loyal (or perhaps not-so-loyal) attendants to a powerful matriarchal monarch. The game’s structure is disarmingly straightforward: players take turns drawing and answering prompt cards from a deck. Each card presents a scenario, a question, or a declaration related to the Queen, the court, or the players’ own characters. The collective responses, combined with the evocative nature of the cards themselves, organically drive the narrative forward. There is no predefined plot or overarching objective beyond collectively building a shared story.

“You don't know when something profound is going to happen”: Designer behind Critical Role's new RPG on the therapeutic potential of tabletop games

This emphasis on emergent narrative means that For the Queen is far more about the journey of discovery and co-creation than reaching a predetermined destination. Players are encouraged not only to contribute their own imaginative responses but, crucially, to listen intently to their fellow courtiers. Their answers and the unfolding narrative often test their characters’ loyalty, force them to examine their relationships with their enigmatic ruler, and explore themes of power, duty, and personal identity within a fantastical, yet deeply relatable, context. Accompanying visuals, such as a YouTube video of Alex Roberts playing the game with other creators, offer a vivid illustration of this dynamic in action.

Cultivating Active Listening

The design of For the Queen is inherently geared towards fostering active listening, a skill Roberts herself highlights as paramount in both her professions. "It’s structured in such a way that people are primed to listen to each other," Roberts explains. Unlike many traditional games where players might focus solely on their own turn or strategy, For the Queen demands engagement with the entire table’s contributions. "Players get into the mode of listening so they can answer follow-up questions." This collaborative framework means that each player’s contribution builds upon the last, creating a woven tapestry of narrative where every voice is essential and every spoken word carries weight. This direct correlation to the empathetic listening required in counselling is undeniable, as both contexts demand a genuine presence and attentiveness to another’s narrative.

Design with Intention: Evolving For the Queen

The recent release of For the Queen: Second Edition by Darrington Press signifies not just a commercial success but also a continued evolution of Roberts’ design philosophy, one deeply informed by her therapeutic insights.

Refining the Player Experience

The second edition brings with it revamped artwork, which includes a diverse array of visual representatives for the monarch, allowing players to choose a queen that best fits their emerging narrative and aesthetic preferences. Beyond cosmetic changes, Roberts also confirms that certain prompt cards have been revised. This refinement process wasn’t arbitrary; it was a deliberate choice to enhance the player experience, removing elements that proved counterproductive to the game’s core goals of collaborative storytelling and emotional exploration.

Roberts cites a specific example of a prompt card from the original version that consistently elicited negative reactions from players: "Being told they’re ugly hits people a certain way, keeping it in was not worth the bad times it caused." This decision underscores a critical distinction in Roberts’ design approach. While the game encourages players to explore challenging themes and emotions, it carefully avoids gratuitous or unnecessarily hurtful prompts. The goal is not to create discomfort for its own sake, but to facilitate meaningful engagement with difficult subjects in a supportive, rather than damaging, environment. This echoes the careful consideration a counsellor employs when guiding clients through sensitive topics, ensuring safety and efficacy.

The Power of the "Pass" Mechanic

One of the most telling design elements in For the Queen, and one that directly reflects Roberts’ understanding of diverse human needs, is the "pass" mechanic. Players are explicitly given the freedom to pass on any card they feel uncomfortable answering, for any reason. Far from being a mere escape route from challenging themes, this mechanic is an integral and essential part of the game’s design, embodying a principle of player autonomy and psychological safety.

“You don't know when something profound is going to happen”: Designer behind Critical Role's new RPG on the therapeutic potential of tabletop games

Roberts elaborates on its importance, recalling a session with her sister. "My sister passed on maybe half their turns – and what was so interesting is that I was so happy with how that worked, because they were still enjoying it very much." Her sister, described as "quieter," found joy and engagement in the game even without contributing to every prompt. This anecdote highlights Roberts’ commitment to inclusive design. "It’s important to me to think about those [quieter] players in my design," she emphasizes. The "pass" mechanic validates different modes of participation, recognizing that active listening and thoughtful consideration are just as valuable as verbal contribution, creating a space where everyone, regardless of their personality or comfort level, can feel included and valued. This is a profound lesson drawn directly from therapeutic principles, where acknowledging individual boundaries and varied forms of engagement is crucial for trust and progress.

Games as Catalysts for Healing and Connection

The parallels between playing For the Queen and engaging in therapeutic processes become even more striking when Roberts discusses the deeper impacts of her games. She posits that tabletop roleplaying and storytelling games can serve as powerful conduits for healing and personal growth, offering benefits that resonate deeply with the objectives of counselling.

The Acknowledged Self

At its core, a significant therapeutic benefit derived from playing games like For the Queen is the profound experience of being acknowledged. Roberts states, "The experience of being acknowledged and treated as a valuable human being that’s being listened to is powerful." In a world where many feel unheard or dismissed, a game that explicitly encourages active listening and validation can be deeply affirming. This environment allows players to "be able to say things that you’ve maybe never said before and have it be accepted as alright." The fictional wrapper of the game creates a safe space, a low-stakes arena where vulnerability can be explored without the immediate repercussions of real life. Roberts draws a direct comparison to group therapy, noting, "What can happen in group therapy is that you’re empathetically witnessed by people with a shared experience." The shared narrative of For the Queen fosters a similar sense of collective witnessing and understanding.

Exploring Unexpressed Emotions

Roberts is particularly interested in the healing potential that arises from expressing emotions that might otherwise remain suppressed. "I’m interested in the healing that comes from expressing emotions you’re not expressing daily," she explains. "I want that person’s anger to come out, I want to hear about their sadness." In everyday life, societal norms and personal inhibitions often dictate which emotions are "acceptable" to express and how. Roberts highlights the "hyper-gendered" nature of certain emotions – for example, the stereotype of sadness in women or anger in men. Games provide a unique opportunity to subvert these gendered behavioural expectations, allowing players to explore a full spectrum of emotions through their characters. These experiences can be "reparative," offering a chance to process feelings or act out scenarios that might have been unaddressed in earlier life or within family dynamics.

Rehearsing Relationships and Building Confidence

The fictional scenarios within games like For the Queen offer more than just catharsis; they provide a valuable space for experimentation and growth. Despite the narratives being rooted in fiction, the emotional and behavioural responses they elicit are very real. "We often talk about therapeutic relationships [between counsellors and counsellees] as being a rehearsal for other relationships," Roberts explains. "These things can also happen in the roleplaying space." Players can embody characters who exhibit qualities they admire, practice difficult conversations, or navigate complex social dynamics in a consequence-free environment. This "rehearsal" allows individuals to build social skills, empathy, and emotional intelligence that can then be applied to their real-world interactions.

Roberts herself has personally experienced the transformative power of such roleplaying. She recounts how participating in games, particularly during a period of low self-esteem, significantly boosted her 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 underscores the tangible, positive impact that supportive gaming environments can have on an individual’s self-perception and social comfort.

“You don't know when something profound is going to happen”: Designer behind Critical Role's new RPG on the therapeutic potential of tabletop games

Beyond the Couch: Redefining Healing Modalities

Roberts’ perspective extends beyond the individual therapeutic benefits of games; it also challenges conventional notions of what constitutes "therapy" and healing. She points out that while one-to-one therapy has gained significant popularity and acceptance, it shouldn’t overshadow other valid and historically significant modes of healing.

Broadening the Scope of Therapy

Roberts illustrates this point with a compelling example from Rwanda, where individuals offered one-to-one therapy for trauma sometimes declined it in favor of expressing and processing their experiences through community-based methods, such as shared grief rituals. This highlights a crucial cultural and historical context often overlooked in Western therapeutic models. "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 observes. This broader historical perspective legitimizes diverse approaches to emotional well-being and recovery.

Games as "Therapeutic, Not Therapy"

This leads to a nuanced, yet vital, distinction Roberts makes about 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." This statement is crucial. It clarifies that while games like For the Queen can offer profound emotional and psychological support, they are not a substitute for professional clinical therapy. Instead, they operate in a complementary space, providing a less formalized, more accessible avenue for personal growth, emotional expression, and community building. This understanding allows for a wider acceptance of games as tools for well-being without overstating their clinical function. The growing body of work exploring RPGs as therapeutic tools, often with trained support workers, further validates this perspective.

Cultivating the Right Environment for Growth

Despite the powerful potential of games to foster healing, Roberts is careful to emphasize that the environment in which they are played is paramount. The therapeutic benefits are not guaranteed by the game alone; they are co-created by the players and the "culture of play" at the table.

The Importance of Trust and Play Culture

"I think it has a lot to do with the culture of play at the table," Roberts cautions. For players to feel safe enough to be vulnerable, express unexpressed emotions, or "rehearse" new behaviours, a foundation of trust and respect is essential. Not every gaming group or every session is suited for deep emotional work, and Roberts acknowledges this important boundary. "It’s perfectly legitimate to not want to be in anybody’s therapy session." This reinforces the idea that players’ comfort and consent are paramount. It’s about creating a consensual space where emotional depth can occur, rather than forcing it.

Nevertheless, when the conditions are right—the right game, the right environment, and, most importantly, the right people—Roberts strongly encourages players to embrace those moments of catharsis and profound connection. "You don’t know when something profound is going to happen in a roleplaying game. My God, just play with people you like and trust." Her advice is simple yet powerful, encapsulating the essence of her philosophy: human connection, built on trust and mutual respect, is the most potent ingredient for both compelling storytelling and genuine healing.

“You don't know when something profound is going to happen”: Designer behind Critical Role's new RPG on the therapeutic potential of tabletop games

Conclusion

Alex Roberts stands as a compelling figure at the intersection of entertainment and human well-being. Her dual career as a celebrated game designer and a compassionate counsellor is not a contradiction but a testament to her deep understanding of human nature and the multifaceted ways in which we connect, communicate, and heal. Through games like For the Queen, she has meticulously crafted spaces that not only entertain but also subtly guide players towards greater empathy, self-awareness, and emotional expression.

The success of For the Queen: Second Edition, published by Critical Role’s Darrington Press, further solidifies the impact of Roberts’ vision. It demonstrates that tabletop games can transcend mere pastime, offering a unique and powerful modality for personal growth and community building. By emphasizing active listening, validating diverse forms of participation, and providing a safe, fictional arena for emotional exploration, Roberts’ work illuminates the profound, often overlooked, therapeutic potential residing within collaborative storytelling. In a world increasingly seeking avenues for connection and understanding, Alex Roberts reminds us that sometimes, the most unexpected paths—like those forged at a gaming table—can lead to the most profound forms of healing.


For those interested in experiencing this unique blend of storytelling and connection, For the Queen: Second Edition is available for purchase from the Critical Role store.