In the modern landscape of tabletop gaming, the lines between escapist entertainment and profound emotional catharsis are becoming increasingly blurred. At the forefront of this intersection is Alex Roberts, a visionary game designer best known for her influential titles Star Crossed and the critically acclaimed storytelling game For the Queen.

While Roberts is a celebrated name in the indie tabletop community, her influence extends far beyond the gaming table. As a practicing counselor, Roberts has spent years synthesizing the mechanics of play with the principles of psychological support. Her work suggests that the very act of gathering to tell stories is, in itself, a powerful, often overlooked form of communal healing.

The Intersection of Play and Professional Practice

To the uninitiated, the professional life of a tabletop game designer and that of a counselor might appear as polar opposites. One deals in fantasy, rules, and dice; the other in the complex, often messy reality of the human psyche. For Roberts, however, the two fields are inextricably linked.

“Playing story games made me a better counselor,” Roberts explains. She notes that while she was initially drawn to game design by the simple, infectious joy of play, the craft taught her essential clinical skills. “It taught me how to pay close attention and listen to people.”

This synthesis of skills is most apparent in For the Queen, a game that has become a staple in the indie scene—further solidified by its recent second edition release through Darrington Press, the studio behind the global phenomenon Critical Role.

For the Queen: A Case Study in Collaborative Narrative

For the Queen is not a game of high-stakes combat or tactical maneuvering. Instead, it is a collaborative storytelling experience where players assume the roles of attendants to a matriarchal monarch. The gameplay is deceptively simple: players draw prompt cards that force their characters to confront their loyalty, their secrets, and their complex relationships with their ruler.

“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

The structure of the game is specifically engineered to foster active, empathetic listening. Because the narrative is built entirely on the responses to the prompt cards, players are constantly primed to listen to their fellow participants, not just to advance the game, but to build a coherent emotional arc.

“It is structured in such a way that people are primed to listen to each other,” says Roberts. “Players get into the mode of listening so they can answer follow-up questions.”

Refinement and Accessibility

The second edition of For the Queen is more than just a visual update. Roberts has meticulously refined the deck to ensure that the experience remains inclusive and safe for a diverse range of players. Notably, she removed prompts that historically caused negative reactions, such as a card that asked players to describe their character as "ugly."

“Being told they’re ugly hits people a certain way,” she notes. “Keeping it in was not worth the bad times it caused.”

Furthermore, the game champions the "pass" mechanic. If a player feels uncomfortable with a specific prompt, they are encouraged to pass—a move that Roberts emphasizes is not an act of avoidance, but an essential feature of healthy play. By allowing players to opt-out of specific emotional labor, the game becomes more inclusive of introverted or "quieter" players, ensuring that the table remains a space of comfort rather than pressure.

The Therapeutic Power of Being "Witnessed"

At the core of Roberts’ design philosophy is the concept of being "empathetically witnessed." In professional counseling, a therapist acts as a mirror, allowing a client to voice their inner life and have it validated by another. Roberts argues that this dynamic is not unique to the therapist’s office.

“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

“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—that’s where the healing happens.”

She draws a direct parallel between these storytelling sessions and group therapy. In both scenarios, participants are often dealing with shared experiences or emotions in a safe, structured environment. By stepping into a character, players can voice feelings of anger, grief, or vulnerability that they might feel constrained from expressing in their day-to-day lives.

Subverting Gendered Expectations Through Roleplay

One of the most profound implications of Roberts’ work is the potential to subvert societal expectations. Emotions are often heavily gendered—men are frequently discouraged from expressing sadness, while women may be discouraged from expressing anger.

Roleplaying provides a "rehearsal space" where these boundaries can be dismantled. By inhabiting a character who is permitted to be angry or soft, players can experience a "reparative experience." These moments allow individuals to perform behaviors they may have been denied the space to explore during their formative years.

“We often talk about therapeutic relationships as being a rehearsal for other relationships,” Roberts explains. “These things can also happen in the roleplaying space.”

A Global Perspective on Healing

The tendency to view therapy strictly through the lens of one-to-one clinical sessions is a relatively modern, Western phenomenon. Roberts points to global examples, such as community-based grief programs in Rwanda, to illustrate that "healing" is not synonymous with "clinical therapy."

“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

Many cultures have historically managed trauma through collective ritual and community participation. Roberts believes that tabletop games occupy this same space—they are non-clinical, communal rituals that allow for the processing of human suffering without the heavy institutional weight of traditional therapy.

“I like to remind people that ‘therapy’ as we know it hasn’t been around for that long,” she notes. “But people have always suffered and found ways to work with that suffering. Games are therapeutic because they don’t have to actively be therapy to provide those benefits.”

The Culture of Play: A Note of Caution

While Roberts is a staunch advocate for the therapeutic potential of games, she is also a pragmatist. She emphasizes that not every game of For the Queen should be, or needs to be, a deep dive into the psyche. The "culture of play" at the table is paramount.

“It’s perfectly legitimate to not want to be in anybody’s therapy session,” she clarifies. The benefit of these games is that they can be whatever the table needs them to be—a fun, lighthearted romp, or a profound exploration of identity.

To achieve the best outcomes, Roberts suggests the most fundamental rule of all: play with people you genuinely like and trust. When the environment is right, the game can become a vessel for connection. “You don’t know when something profound is going to happen in a roleplaying game,” she concludes. “My God, just play with people you like and trust.”

Conclusion: The Future of Tabletop Narrative

As the tabletop industry continues to grow, the work of designers like Alex Roberts signals a shift toward more intentional, human-centric design. By acknowledging that games are not just simulations of mechanics, but simulations of human interaction, Roberts is helping to foster a new generation of players who see the table as a place to be seen, heard, and understood.

“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

Whether one is a casual player looking for a weekend diversion or a group seeking to explore the deeper themes of their relationships, For the Queen: Second Edition offers a framework for connection. In a world that is increasingly digital and disconnected, the simple act of sitting around a table, drawing a card, and listening to a friend feels more like a necessary act of grace than ever before.


For the Queen: Second Edition is currently available through the Critical Role store.