Professional Documents
Culture Documents
Thesis Access
Thesis Access
BY EMILY MORRIS
facets of personal identity, but are a product of masculinity and have historically
long been ignored as a minority in the TTRPG sphere, particularly those that
331 queer TTRPG players and concepts surrounding roles, identity, character
creation, game design and queerness, this research portfolio discusses how TTRPG
design can better meet the need for LGBTQIA+ identity play and exploration via
principles. This will allow game designers to gain a better understanding of queer
game design, and rainbow players’ wants and needs in this ever-expanding field of
2
CONTENTS
Abstract ------------------------------------------------------------------------------------ 02
2.3.1 Playing Roles: Role Theory, Pretend Play, & Identity ------------------ 22
2.3.5 The Gap: Bridging the Actual & the Ideal ------------------------------- 31
2.4 TTRPGs & Gender ----------------------------------------------------------- 32
3
2.4.2 Threatening Masculinity: The Monstrous Feminines & Queers ----------- 34
2.4.3 In Recent Years: The Current Demographic & How it Has Changed ------ 37
4
Chapter 6: Objectives 2A & 2B Design Process & Results ---------------------------------- 79
Appendix A: Anonymous Internet Survey Questions & Flow (Screenshots) ------------- 133
Appendix B: Anonymous Internet Survey Results (Graphs) ------------------------------- 144
5
LIST OF FIGURES
Figure 2.1 Elements of TTRPGs ----------------------------------------------------- 19
Figure 2.5 Queering TTRPGs through systems, mechanics, and themes ------- 51
Figure 6.9 Interwoven Central Thread card front & back ----------------------- 103
Figure 6.10 Interwoven spread 1, play example page & section heading page --- 104
Figure 6.11 Interwoven spread 2, regular rule page & Thimble page ------------ 104
Figure 6.12 Interwoven Thimble safety cards front & back ----------------------- 106
6
Figure B.02 Participant LGBTQIA+ identification responses (Q2) ---------------------- 145
Figure B.03 Participant experience with any TTRPG responses (Q3) ------------------- 145
Figure B.06 Participant experience with queer TTRPGs responses (Q4) --------------- 147
Figure B.08 Queer identity exploration during TTRPG play responses (Q8) ----------- 149
Figure B.09 Preference on playing queer-focused TTRPGs responses (Q12_1) -------- 150
Figure B.10 More queer-focused TTRPGs needed responses (Q12_2) ------------------ 150
Figure B.11 More queer identity exploration TTRPGs needed responses (Q12_3) ---- 151
Figure B.12 Playing queer identity exploration TTRPGs responses (Q12_4) ----------- 151
Figure B.13 Preference on playing with all-queer characters responses (Q12_5) ------ 152
Figure B.14 Preference on playing with all-queer players responses (Q12_6) ---------- 152
Figure B.18 Character gender identity exploration responses (Q13_4) ----------------- 154
Figure B.19 Character gender expression exploration responses (Q13_5) -------------- 155
Figure B.21 Self-conception changed via character responses Q13_7) ------------------ 156
7
CHAPTER 1:
INTRODUCTION
8
1.1
MOTIVATION &
POSITIONALITY
Initially, before I began this Master’s thesis, I was interested in looking at the
them ever since. However after delving into existing literature surrounding TTRPGs,
searching for links between queerness, identity, and TTRPGs, of which I found very
little. My research grew and blossomed out of this gap in existing literature, into
something far greater and more complex than I could have ever imagined.
with and something I have lost sleep over. But it is also something I am immensely
in Aotearoa New Zealand are based in privilege compared to many other queer
people across the globe, and I whole-heartedly acknowledge those privileges and how
9
exploration, and of the people we keep inside our heads and hearts but may never utter
aloud—both ourselves, and others. This research has led to an outcome I wish I had been
able to play when I was younger to better understand other people and myself. It is a love
letter to the queer game designers and academics who have come before me, and to those
10
1.2
BACKGROUND
experiment and role-play with common elements of magic, fantasy, and adventure.
But they also provide a relaxed environment for players to experiment with, uncover,
decode and clarify their identity (or, alternative identities and possible selves)
(Hollander, 2021). For many queer players, participation in TTRPGs are a safe way
to navigate and explore their own gender and sexuality (Codega, 2020). Yet, even
with the flexibility for play to be experimental, TTRPGs historically have rarely been
geared towards anyone other than cisgender and heterosexual players, illustrated
(hereafter RPG/s) source material up until the mid-2000s (Stenros & Sihvonen,
2015).
There are a number of TTRPGs and other RPGs that have been released in
the past decade that spotlight specific LGBTQIA+ themes and characters. However
there is not only a gap in the TTRPG market for a game that actively allows and
encourages players to explore queer identity freely, but a gap in existing research
research surrounding the intersection of queerness and games (see Pulos, 2013;
Rogers, 2020; Sundén, 2009; Youngblood, 2013; among others) as well as surveys
11
and reviews explicitly focusing around inclusion and/or exclusion of queer content in games
(see Shaw & Friesem 2016; Stenros & Sihvonen, 2015), yet there is a lack of research about
What makes a TTRPG queer? How can a TTRPG play with identity? What do
characters have to do with it? How do these questions and ideas overlap? There are many
questions involved in this new, rarely-investigated area of research and literature, however
this thesis aims to answer the following question first and foremost: how may a TTRPG be
designed to allow queer players to undertake exploration and forge a better understanding
12
1.3
RESEARCH
OVERVIEW
Aim 1: To investigate how queer young adults may currently use TTRPGs to explore
and understand themselves and their identity.
literature surrounding TTRPGs, queer players, and identity play, and the
differences and commonalities between them.
Aim 2: To explore how a queer TTRPG may be designed to effectively allow and
encourage queer or questioning players to play with and explore their own identity.
13
In order to answer the research question and its related aims and objectives, this thesis is
structured in a chapter-based, sequential fashion, split into two parts to clearly address the
different research aims and subsequent results. Each chapter and associated contents is
outlined below.
themes, and previous literature surrounding the core aspects in this research: identity and
TTRPGs; the exclusionary history of TTRPGs; and queer game design. Additionally, this
chapter analyses a range of different existing TTRPG precedents, ways in which they are
successful, and how they relate back to ideas of queer identity play and exploration.
the research question, primarily involved in researching and collecting information relevant
to the question to help address Aim 2. It also details the rationale of the sample selection
and related methods (internet survey and types of data analysis) used in fulfilling Objective
1B.
chapter addresses the results of the survey carried out as part of Objective 1B and looks at
these results in two parts: firstly, quantitative data surrounding the overall demographic and
context of the sample size; and secondly, the qualitative data thematically coded and then
sorted into categories, sub-categories and themes detailing queer TTRPG players’ opinions
surrounding TTRPGs. Concepts discussed in this chapter, along with previous concepts
14
Chapter 5: Aim 2 Methodology
This chapter defines the methodology and methods used in Objectives 2A and 2B of Aim 2
of the research question, involving putting the research and knowledge generated in Aim 1
into practise through iterative design methods to design, play-test and iterate upon a queer
TTRPG.
and design process of the queer TTRPG produced and concepts included, the results from
the different rounds of play-testing, and the iterative design decisions undertaken because of
and relates it back to previously identified concepts, ideas and theories surrounding
identity, TTRPG design and queerness. It also expands upon the strengths, limitations,
improvements, extensions, and applications of the research undertaken and new knowledge
15
CHAPTER 2:
LITERATURE
& PRECEDENT
REVIEW
16
2.1
DEFINING TTRPGS
Games and play are universally intrinsic to humans, and have a place in every
culture; Huizinga (1949) asserts that play even precedes culture and human society.
Ganguin (2010) posits that games are different to work as they focus on and are
associated with enjoyment (as cited in Ifenthaler et al., 2012). However, trying to
define what is and what is not a game is near impossible, given the wide scope of the
category (Elias et al., 2012). Oblinger (2006) suggests instead that “games should be
thought of as a family of related items; they are not all alike—they are not designed
for the same audiences, nor do they incorporate the same features of game play.”
Role-playing games (RPGs) form their own category within the family
RPGs are “inspired by simulation games and performing arts” and operate via a
“shared narrative process” (Daniau, 2016). Lortz (1979) defines RPGs as “any game
which allows a number of players to assume the roles of imaginary characters and
Fine, 1983). Mackay (2001) defines RPGs as “an episodic and participatory story-
creation system that includes a set of quantified rules that assist a group of players
17
and a gamemaster in determining how their fictional characters’ spontaneous interactions
are resolved” (p. 5). There are many different definitions of RPGs, since RPGs are—as
forementioned—a category and range of games rather than one specific type, and each one
differs greatly from the next (Deterding & Zagal, 2018). RPGs are, however, still a relatively
new type of game in popular culture; Bowman (2010) states that 1974 was the “pivotal
year for the inception of RPGs” as this was the year that the “first coherent [RPG] system,”
TTRPGs are usually headed and run by a player who assumes the role of Gamemaster
(GM)/Dungeon Master (DM) and is responsible for the setting of the game, the plot, the
rules, and all characters who are not represented or played by the other players (non-player
characters, or NPCs) (Cover, 2014; Dormans, 2006). The rest of the players generally
assume the role of one specific character (player character, or PC) that they either create
themselves or pick from a pool of pre-designed ones, depending on the type of RPG being
People take part in RPGs for a myriad of different reasons, but one of the most
prevalent reasons is that players enjoy immersing themselves in fantasy and exploring
themselves without consequence (Dormans, 2006). Players also play to create their own
narratives in collaboration with others, simultaneously being the actors, authors and the
audience in an immersive world of their own (Bowman, 2010; Ewalt, 2013; Lancaster, 1994).
The most obvious design precedent for RPGs is the aforementioned original TTRPG,
D&D. D&D was created by Gary Gygax and Dave Arneson, inspired by combining Lord
of the Rings and other Tolkienesque elements with wargames (Mackay, 2001). D&D was
ground-breaking in popular culture and started a craze for various types of RPGs, such
as LARPing and TTRPGs (Bowman, 2010). D&D involves a complicated set of rules and a
complex game system that can be applied to many different games and campaigns. This is
part of what made D&D so popular initially, combined with the fandom aspect of the types
18
D&D’s inception and initial release inspired many spin-offs that attempted to improve
the game. Mark Rein-Hagen’s Vampire: The Masquerade (hereafter VtM) (White Wolf,
1991) uses a “storyteller system” with the GM assuming the role of the Storyteller, and while
the gameplay surrounds PCs who take the roles of vampires who manipulate society, the real
focus is on telling a good story through role-play. This may well be why VtM is one of the
most successful RPGs in history (White et al., 2018); while it involves classic D&D-inspired
TTRPG elements, it is designed with an emphasis on story and narrative rather than action
and combat.
A TTRPG may generally be broken down into different components (Figure 2.1). The
four broadest elements (player, role-play, themes and systems) combine into more complex
facets (for example, themes and systems create the mechanics, whereas the systems and
role-playing creates the context of the game), and these facets overlap again to create some
of the most key and unique sub-facets of TTRPGs (for example, narratives and mechanics
Figure 2.1
Elements
of TTRPGs
19
2.2
DEFINING
QUEERNESS
This thesis refers to ‘queer’ people and ‘queerness’ as umbrella terms, encompassing
identify as anything other than heterosexual or cisgender, including people who are
questioning or unlabelled in terms of any facet of their identity. ‘Queer’ has been
chosen in most instances over the acronym ‘LGBTQIA+’ (Lesbian, Gay, Bisexual,
not defined or represented) due to its conciseness and widened usability as a verb
However, I recognise that while some academics and LGBTQIA+ people have
taken to using the word and label ‘queer,’ some other people may be uncomfortable
with the term due to its former status and usage as a derogatory, homophobic
slur (Barker et al., 2009), which is extremely valid. The capacity in which I use it
(sometimes radical) political activism associated with the term and the field of queer
theory, and to attempt to cover it all here in a concise manner would not do such
20
ideas justice (see Butler, 1990, 1991, 1993; Foucault, 1978; Prosser, 1998; Sedgwick,
1994; and Warner, 1994, among others). In short, queerness and queer theory have been
experienced otherwise” (Edelman, 1994, p. 114), and hence resistant to definition (Jagose,
1996). As such, queerness may be seen as liminal (Harper et al., 2018), existing in and
between definitions and concepts (Sedgwick, 1994). Queer identities, as described by queer
people, are constantly overlapping and in flux (Ruberg & Ruelos, 2020); malleable, fluid,
and flexible, beyond the strict and binary notions of gender and sexuality that hegemonic,
21
2.3
TTRPGS &
IDENTITY
of it or not (Deterding & Zagal, 2018; Lancaster, 1994; Waskul & Lust, 2004). Roles
also play a key part in our personal identities in terms of what social roles we occupy
in society, specifically how we see ourselves (self-conceptions), how others see us,
and how we believe others see us (Biddle, 1986; Burke, 2013; Gecas, 1982; Thoits,
1995). Much of our identity revolves around maintaining said social roles and living
immersion in pretend play (Lancy, 1996), which helps form the basis of our identity
activities such as pretend play, children not only play to represent the adult social
world, “but to make sense of it—both factually and emotionally—and to find their
place in it” (p. 157).
Pretend play fosters identity; children not only play for enjoyment, but also as
22
practice for the future (Miller, 1973; Senge, 1990; Sutton-Smith, 1997) and possible future
identities (Ibarra & Petriglieri, 2010). Play creates and gives meaning (Lindqvist, 2001),
including to possible future identities and the currently-forming identity. Pretence in social
pretend play and fantasy play allows children to develop an understanding of other people’s
thoughts, feelings, beliefs (Astington & Jenkins, 1995; Schwebel et al., 1999; Youngblade
& Dunn, 1995), and theory of mind (Taylor & Carlson, 1997). This results in children
starting to differentiate others from the self (Mayes & Cohen, 1996). Therefore playing and
experimenting with roles through pretend play can help children develop understanding
and empathy towards others and other identities (Canning, 2007), as well as develop and
explore their sense of personal identity.
But play doesn’t stop after childhood. Even as adults, we still play and experiment
with roles, and therefore with our identities (Ibarra & Petriglieri, 2010). As Bowman (2010)
states, pretend play in childhood allows children to switch between many alternate roles
(real or unreal), but as we mature, we begin to try to develop a more coherent identity,
and therefore self-concept, to fit in with society. TTRPGs offer a risk-free environment as a
medium to explore and practise roles without having to conform to society’s standards.
Even outside of what we may define as ‘games,’ we try on roles as we navigate through
society and/or from job to job, either to clarify our identity through more serious identity
work or to experiment for enjoyment through identity play (Ibarra & Petriglieri, 2010).
on and extending Goffman’s (1974) Frame Analysis, which Waskul & Lust (2004) then
expanded upon: the person, who exists in the primary framework of the real world; the
player, who exists to control the persona and adhere to the rules of the game; and finally,
the persona (whom Fine terms “the character”) who exists in the game-world, entirely
distinct from the player identity and frame of awareness. During TTRPG play, the three
frames operate in Fine’s interpretation of pretence awareness context (see Glaser & Strauss,
23
1964) in which the individual in each frame pretends they are merely unaware of the others.
Waskul & Lust posit that the idea of the person, player and persona is also clearly present in
Higgins’ (1987) self-discrepancy theory identified three basic domains of self: the
actual self, the ideal self, and the ought self. Wright (2006) suggested that Higgins’ self-
building upon that, I suggest these three domains relate to and can be applied, in a sense,
to Fine’s three basic frames in the context of RPGs. The ought self is the person, who has
roles and responsibilities in the real world far away from the gaming table, with expectations
attached to those social positions (Biddle, 1986; Ibarra & Petriglieri, 2010; Thoits, 1995).
The actual self is the player, engaging in the rules of the game with the other players,
stripping away all other roles other than the game player. And the ideal self is the persona
or character, who may be any combination of: the actual self (the player), the ought self
(the person), and/or another self entirely (Figure 2.2) (see possible selves in 2.3.3) (Reta,
2020). Bowman (2010) states that “players can alternately embody a version of their Ideal
Figure 2.2
Person,
Player, &
Persona
Overlap
24
Selves by projecting characteristics they do not believe themselves to actually possess, or
by over-accentuating aspects of their Actual personality [through their character]” (p. 138).
Playing out this ideal self as the persona may then allow the player and actual self “to either
adopt such traits or to avoid them, depending on his or her response to events and emotions
in-game” (p. 145). DeHart’s 2008 study on TTRPGs and identity revealed that, at least in
the case of one player, creating and playing a character in an RPG that she wanted to be
perceived as in the ‘real world’ (her ideal self) allowed her to retain and carry “some of the
feeling with her, back into the ‘real world’ [and her actual self]” (pp. 43–44).
Having the opportunity to explore and try on facets of one’s ideal self (or alternate
identities) within the safe bounds of a fictional world while still interacting with others
in that shared space is a unique trait of RPGs (Bowman, 2010; Deterding & Zagal, 2018;
Hollander, 2021; Nephew, 2006; Osborne, 2012). DeHart (2008) also comes to this
conclusion:
RPG play offers an ability to explore identity that is just not possible in the ‘real’
world. In the group, a player can cast aside common patterns of behavior and try out
new expectations. […] RPGs offer players ways to better explore who they are now,
and who they want to be, both in character and within the gaming group. (p. 54)
Nephew (2006), in a similar vein, suggests that the connection between the player
and the character (persona) is self-reflective, and referencing Freudian concepts and Mulvey
In playing a character who is very different from the player, however, more is
sometimes betrayed about the player’s unconscious desires than would be had he
reproduced himself accurately in fictional form. […] In this way, a player’s perception
25
2.3.3 Trying it on for Size: Identifying Possible Selves in Liminal Spaces
As formerly mentioned, identity play is a term that refers to the concept of the fluid nature
of the self and the process of exploring possible new selves and identities; it takes place
in the liminal space “between fantasy and reality, on the boundary between dreams (i.e.
the possible selves in our heads) and reality (i.e. the concrete possibilities available in the
world at any given time)” (Ibarra & Petriglieri, 2010). The concept of liminality is to be both
betwixt and between roles, states, and/or identities, first conceived by van Gennep (1908) in
regards to primitive rites of passage, and later extended upon and better defined by Turner
(1967) to apply to all situations, “in which people are suspended in social space” between
Many scholars agree that play itself takes place in a liminal space: Winnicott (1971)
conceived that play exists as a state of mind within the transitional space between the inner
and outer reality; Huizinga (1949) described play as taking place in “temporary worlds
within the ordinary world, dedicated to the performance of an act apart” (p. 10); Salen
& Zimmerman (2003) built upon Huizinga’s work, expanding on the idea of “the magic
circle”—one term in a list Huizinga uses to describe the different playgrounds in which play
takes place—stating that this magic circle acts as a boundary or frame in which play occurs
in a specific time and space, one that is “both limited and limitless. In short, a finite space
Referring back to Fine’s (1983) frames in TTRPGs, identity play during TTRPG
participation, therefore, takes place in the locus of all three frames: in the small yet infinite
gap where the real world and the game-world overlap, and the ephemeral moments where
A key aspect of identity play is the exploration of the threshold between current and
possible selves, and the therefore-created liminal space (Ibarra & Petriglieri, 2010). Possible
selves are a concept identified by Markus & Nurius (1986), in which they are ideas of what
individuals would or would not like themselves to become in the future, derived from
26
versions of the self in the past, and therefore act as an incentive for future behaviour:
They are different and separable from the current or now selves, yet are intimately
connected to them. Possible future selves, for example, are not just any set of
In identity play, these possible future selves represent ideas of what we as individuals
Ashforth (1998) posited that individuals hold desired possible selves at a distance,
“playing with” their identification with them until the point when they can adopt them
with confidence that they will be accepted as authentic. The distancing combined
with the “just for fun” element of play facilitates a feeling of safety within which the
individual can freely experiment with the identity in question. (Ibarra & Petriglieri,
2010)
The concept of identity play runs parallel to the concept of playing and performing
characters in RPGs; Lancaster (1997) notes that through the act of performance, many
possible selves can take shape and play. DeHart (2008) identifies the “space between” in
RPG gameplay where this occurs: “between reality and fiction, and between self and other.
Here, they can move about ‘free’ of social/cultural rules and roles” (p. 40); much like in
identity play, RPGs create a liminal space in which possible selves can be tried on and
explored, offering lenses into different identities and, therefore, different lives, without
our characters/personas, we are therefore exploring our ideal self through the empathetic
27
looking glass of any multitude of possible selves (Osborne, 2012). In such a liminal yet
uncharacteristically safe space, the line between player, person, and persona can blur and
provide a ripe opportunity for identity play, growth, and confirmation (Figure 2.3). Within
this space, fictional experiences that occur can feel real and bleed into reality, as if it were us
(the player) performing them rather than our character (DeHart, 2008).
Figure 2.3
Visualising
liminal
space
creation invite players to play with identity and therefore identify with their characters,
systems, then, should yield more fruitful precedents than individual games.
D&D and its system have been heavily developed since its initial release, but one
28
of its most attractive draws has always been its character creation system, and the vast
amount of freedom and choice associated with it—the character creation system is not
so much made up of rules, but merely guidelines (Evans, 2012). Players can create their
character by assigning statistics, choosing their race and class, creating a backstory and
choosing an alignment, amongst other characteristics. While D&D itself has generally had
a troubled history in regards to inclusion and representation of people other than able-
bodied, white, heterosexual, cisgender males, particularly in terms of sexism (see section
2.4) and racism (Long, 2016; Shepherd, 2021), the ability to design your protagonist and
experience the narrative of the game through their (and simultaneously, your) eyes set the
game in a league of its own at the time of its release, identifying itself as a form of interactive
narrative media. Valid criticisms of the character creation process have been voiced, both in
terms of the character sheet itself (Rients, 2014) and the choices one must make to create
a character, particularly regarding race (Heine & Prémont, 2021; Lawrence, 2018), but it is
still worthwhile acknowledging the steppingstone from which far more inclusive and diverse
TTRPGs and character creation processes have emerged. D&D’s character creation system
offers a near unlimited amount of choice within the bounds the game has boxed itself into,
etymology” (Berge, 2021) that all games inspired by the TTRPG Apocalypse World
(hereafter AW) (Baker & Baker, 2010) adopt—although PbtA is also referred to elsewhere
as both a TTRPG engine and system, albeit not a formal nor restrictive one. One of the main
hallmarks of the PbtA system is the inclusion of “playbooks” that players choose to generate
their character; said playbooks are, themselves, roles that are critical to the overarching
narrative of the game. Players of PbtA games, therefore, do not only play the role of their
character persona, but also a specific role and archetype in the story. In AW, for example,
there are 11 different “basic” playbooks consisting of roles such as “The Battlebabe,”
“The Gunlugger,” and “The Skinner.” While these roles are more prescribed and do limit
29
freedom somewhat, there is still plenty of choice within each playbook for the player to
explore; examples are usually given for each section (name, skills and abilities, equipment,
etc.) but players are not only limited to those examples. They also generally steer clear of
ideas that tend to be more problematic in the realm of TTRPGs, such as race and gender,
instead shelving much of the character’s presentation under the heading of “Looks,” and
allowing the player to either describe such details about their character in their own words
or pick vague ideas from a non-extensive list, depending on the game. The PbtA playbooks,
therefore, are a worthwhile example of game design that gently guides the player in making
character creation choices that fit within the bounds and contexts of the game, while still
allowing some degree of flexibility. This allows for identity play to take place firmly within
the fantastical contexts of the game and system. PbtA playbooks also prioritise backstory
and relationships to other characters, differentiating them further from more traditional
game designer Avery Alder, first used in the game Dream Askew (hereafter DA) (Alder,
2013/2018), which draws from the PbtA system yet is distinct. The game employs a No Dice,
No Masters (hereafter NDNM) system of play in which all players have an equal amount of
power around the table, and the game takes place through conversation with more of a focus
on shared narrative creation rather than statistics and numbers. In terms of design and
identity, BoB is a noteworthy engine as it is more focused on the ideology and content of the
game rather than specific rules or formats that should be followed like most other TTRPG
engines or systems. BoB games are “about a marginalized community attempting to live just
outside the boundaries of a dominant culture” (Alder & Rosenbaum, 2018). While individual
characters are still utilised, a key aspect of BoB games is focusing on the community the
characters share and exist in, and therefore how their identities connect to that and each
other.
30
2.3.5 The Gap: Bridging the Actual & the Ideal
Identity play is a relatively recent and unpopulated area of research, especially when
distinguished from other concepts such as identity work (Ghaempanah & Khapova, 2020).
Even less exists on the concept of identity play in regards to TTRPGs. In much literature
surrounding RPGs and TTRPGs, the idea of possible selves is mentioned either explicitly
or conceptually, but little exists on how games may be specifically designed to explore the
idea of possible selves regarding (and therefore encouraging) identity exploration and play.
Could this idea be harnessed in a TTRPG through game design to actively encourage players
to partake in identity play, and allow them to explore possible, idealised selves outside of
their actual selves? Is it possible to design TTRPG play to take advantage of the liminal space
31
2.4
TTRPGS &
GENDER
video games) have rarely been designed by or for people outside of their core
Shaw, 2009; Sihvonen & Stenros, 2018). Peterson (2014) suggests this is to do with
the original market intended for the first TTRPG, D&D: wargamers.
How wargames shaped D&D has been addressed by multiple academics and
RPG historians in far more depth (see Ewalt, 2013; Peterson, 2012, 2014, 2018,
2020; Trammell, 2018), but put simply, D&D was originally conceived as a game at
and fantasy literature, and the cultures associated with them (Deterding & Zagal,
2018; Peterson, 2020). Thus the original market for D&D consisted of two groups
of people: those who played wargames, and those who were avid readers and fans of
In 1974, the same year as D&D’s initial release, the publication Strategy &
Tactics reported that the number of female wargamers was approximately 0.5%;
the “Great Lake Gamers Census,” also in 1974, came to this exact conclusion as well
(Peterson, 2014). Virtually the entire demographic of wargamers were male, and
32
This is shown clearly in the first few editions of D&D, of which several studies have
extensively analysed and criticised the rulebooks of (see Garcia, 2017; Pinkston, 2019; Stang
& Trammell, 2020). This section will heavily draw on Pinkston’s (2019) dissertation on
representation in D&D.
As Pinkston identifies, from D&D’s very conception in its first edition, Edition 0
(1974), anyone who was not male-identifying was essentially ‘othered’: masculine pronouns
were exclusively used in referring to players, characters, and other entities, with no inclusion
The 1977 Dungeons and Dragons Basic Holmes Revision (hereafter D&DB) did
begin to address this disparity, but poorly. Some incorporation of feminine pronouns and
character examples were present in the rulebook, however there was “still a generalized use
of the masculine as the neutral” (p. 77). It was assumed the target audience was and would
always be almost strictly male. Female character examples in D&DB were “limited and
bound by conventional gender norms and stereotypes regarding females in active roles and
While females were referenced more in D&DB than in Edition 0 (in which there
were no direct references, save for two illustrations), these references are little more than
performative.
...these occurrences take the form of the “token other”, in this case, “the token
female,” a form of Tokenism. [...] While they perhaps do not provide any real
diversity, or change in the text, the female examples are simply provided as merely
covering the basis of including the female in case of repercussions from audiences.
In this same vein, in the Advanced Dungeons and Dragons 2nd Edition Player
Handbook (hereafter AD&D) (1989), the following passage by Cook addressed pronoun
33
usage in the book in an attempt to quash any criticism immediately from its publication, but
inadvertently highlighted how anyone who does not identify as male and uses masculine
pronouns is othered by both the game designers and the game itself:
The male pronoun (he, him, his) is used exclusively throughout the AD&D game rules.
the game or imply their exclusion. Centuries of use have neutered the male pronoun.
In written material it is clear, concise, and familiar. Nothing else is [emphasis added].
(p. 9)
Nephew (2006) describes how women are often othered in RPGs, “which effectively
empowers their male counterparts by devaluing those women” (p. 129). Referencing
TTRPGs such as Empire of the Petal Throne (Barker, 1975), Call of Cthulhu (Petersen,
1981), and Pendragon (Stafford, 1985), she highlights how many traditional TTRPGs are
intrinsically misogynistic, even though both the designers and players could remove such
blatant expressions of prejudice easily even given historical settings (already inaccurately
that TTRPGs like D&D simultaenously appeals to its primary demographic and distances
them from all others is through the idea of monstrosity. Stang & Trammell (2020) argue
that D&D’s (and particularly, Gygax’s) portrayal and language regarding monsters and
that is different from that of the assumed ideal straight, White, and male player. [...]
It sets all bodies apart from those of the player and defines them as abject, always
34
already monstrous, as well as placing them along a specific moral axis—the wicked
For example, the only illustration depicting ‘female’ characters in D&DB (1977)
features three harpies (the body of an eagle, and the head of a woman) with bare,
“exaggerated breasts. Since there are no other female forms in this D&D edition player’s
handbook, the exaggerated female form is shocking, perhaps even grotesque, in line with the
As Pinkston (2019) and Stang & Trammell (2020) demonstrate with D&D’s monsters
in its various Player Handbooks and Monster Manuals, feminine-presenting beings and
feminine characteristics are viewed as monstrous, not only because they are different to
D&D’s initial demographic, but because they threaten masculinity—a key aspect of D&D, of
which the rules actively encourage through militaristic and misogynistic lenses to this day
The concept of the monstrous feminine is hardly new: Creed’s (1993) definition of the
term—placed within the contexts of horror films, feminism, and Freudian psychoanalysis—
“speaks to us more about male fears than about female desire or feminine subjectivity” (p.
7). The idea of the monstrous feminine is based on Kristeva’s (1982) concept of abjection,
It is not then an absence of health or cleanliness which makes something abject, but
that which perturbs an identity, a system, an order; that which does not respect limits,
places or rules. It is the between, the ambiguous, the mixed. (p. 127)
Thus, anything that disrupts the norm may be seen by said norm as monstrous.
However, it was not only women who were (and, arguably, still are (Stang & Trammell
(2020)) viewed as monstrous through the lens of TTRPGs and D&D’s many editions. When
35
queer content began surfacing in TTRPG rulebooks in the late 1980s, it was commonly
depicted as dark, villainous, and monstrous behaviour, reserved for those characters who
were traitorous or deceitful (Sihvonen & Stenros, 2018; Stenros & Sihvonen, 2015).
Creed (1993) also identified the idea of queerness as monstrous, although not so
explicitly, as when males are viewed as monsters, they are viewed as feminine. Dallas J.
traditional masculinity; because he is somehow not a man at all. More to the point,
the effeminate male is monstrous in that he signifies an abject (queer) desire; he
transgresses the border between normal and abnormal genders and sexualities.
(pp. 83–84)
Just like women, queer people threaten ‘masculinity,’ and the power structures that
help to uphold it; thus, we are made to be abject—to be othered, to be monstrous. Not only
are we shunned from the game, but from the playing table altogether.
Ideas of the monstrous queer are not new; in many forms of media, queer-coded
characters are often (and have historically been) cast as the villain, the antagonist, and/
or the monster (see Benshoff, 1997; Brown, 2021; Hutton, 2018; Martinez, 2015; Russo,
1981; Vrtis, 2022). Returning to RPGs, in Stenros & Sihvonen’s (2015) study on queer
examples of the monstrous queer; the darkest inclusions by publisher Task Force Games,
who in Central Casting: Heroes of Legend (1988) specifically listed “transsexual, asexual,
gay, [and] bisexual” identities as “sexual disorders and examples of terrifying dark sides of
personality.” This homophobia and transphobia leaked into their subsequent games, such as
Heroes Now! (1991).
Stenros & Sihvonen (2015) also reference the 1984 TSR Code of Ethics, pointing to
36
evidence that queer players and content were essentially banned from the world of D&D
from the game’s conception up until the mid-1990s, under the guise of abnormal (abject)
sexual perversion, even if it wasn’t explicitly stated: “Rape and graphic lust should never
sexual abnormalities are unacceptable.” Versions from 1982 (Peterson, 2018) and 1994
(Lowder, 2018) contain similar wording. The view that sexualities other than the normative
further pushes the monstrous queer narrative. Poet Junot Díaz sums up this concept of
monstrosity and the abject hauntingly well (as quoted in Donohue, 2009): “...if you want
to make a human being into a monster, deny them, at the cultural level, any reflection of
themselves.”
While the publisher White Wolf was one of the first to include queer content in a less
harmful light in its first game in the World of Darkness (hereafter WoD) series, VtM, which
actively encourages sex and sexuality in the game, it still fed into the idea of the monstrous
queer (although, in a way that makes sense given its context) by playing into the fears of
parents and creating a “dangerous” form of entertainment (Nephew, 2003). Yet, it was an
important step forward in welcoming people other than males—women and queer people—
into the realm of RPGs.
2.4.3 In Recent Years: The Current Demographic & How it Has Changed
The demographic that engages in TTRPGs has undoubtedly shifted since D&D’s debut in
1974. Various surveys and market research sources show a steady increase in the percentage
of non-male TTRPG players since the mid-1970s (Brace, 2012). A recent study by Trygstad
(2019) found that out of a sample size of 400 D&D players, 20% were female, and 6.5%
were either non-binary (2.75%), transgender (1.25%), preferred “to self-describe” (1.75%),
or preferred not to answer (0.75%) (although the number of transgender players may be
higher, as the survey options for male and female may not have specified cisgender). While
Trygstad found unsurprisingly that the largest demographic remained white, heterosexual
37
men (30%), more than 25% were a gender other than male, and 28.5% said their sexuality
Official statistics from the current publishers of D&D, Wizards of the Coast, support
this trend of figures: in an infographic regarding player demographics for 2020, 40% of
D&D players were female, and <1% were “other/non-binary” (although this low figure may
This may be due to the rise of newer, more inclusive TTRPGs; after 2000, more
queer content began surfacing in TTRPG sourcebooks, largely due to specific publishers
like the aforementioned company White Wolf, who “considered queer people a part of
their audience” (Stenros & Sihvonen, 2015). Most notably, games such as Green Ronin
Publishing’s Blue Rose (hereafter BR) (2005), a romantic fantasy TTRPG aimed at female
players, include a good deal of queer representation and inclusion, minus the monster.
That is not to say the idea of the monstrous queer or feminine can’t be subverted;
means to be young and queer. The game combines monsters, love, horror and angst in
typical teen horror genre fashion, and the idea that sexuality and attraction are elements
the player can’t control is central to the game: “when you play, you explore the terror and
confusion of having a body that is changing without your permission,” an experience that
many queer people find themselves going through (especially during their teen years,
like the characters in the game). “The monstrosity of these characters is literal: they are
vampires, werewolves, witches, and more. But their monstrosity is also allegorical, standing
in for experiences of alienation, shame, queerness, and self-destruction” (p. 7). Alder plays
with the idea of the monstrous queer and uses it and related mechanics as a metaphor for
how society makes queer youth see themselves while allowing players to discover what is
truly monstrous, thus creating a queer, self-reflective lens for heteronormative, masculine
society itself to look into as they view themselves as ‘monsters’ of equal (or even greater)
making.
38
Part of the draw of MH is that the game is not focused around a combat system like
many TTRPGs historically have been. The game may include instances of physical violence,
but that is not core to the game. Dragon (2021a) argues that combat-focused TTRPGs
effectively silence the audiences and players that do not identify with such violence, and only
perpetuate who gets to tell such stories in the first place. More and more TTRPGs released in
the past 10 years are similar in the fact they do not have a combat system, particularly some
of those that do involve queer content and themes. This move away from combat-based
games also distances the militaristic masculinity typically associated with them; essentially,
leaving the entire wargaming aspect of TTRPGs behind (or keeping elements of it but not
as the focus of the game), and therefore the original audience. Without an abject being to
destroy and declare victory over, TTRPGs offer a much more unique focus on collaborative
story-telling and personal identity experimentation that other types of games are not able to
offer.
TTRPGs have made good strides in representation, inclusion, and diversity since
1974, in terms of game content, character creation, and demographic. Even in the latest
edition of D&D, Dungeons & Dragons 5e (2014), gender and queerness are addressed, albeit
You don’t need to be confined to binary notions of sex and gender. The elf god
and some elves in the multiverse are made in Corellon’s image. You could also play a
female character who presents herself as a man, a man who feels trapped in a female
body, or a bearded female dwarf who hates being mistaken for a male. Likewise, your
character’s sexual orientation is for you to decide. (Mearls & Crawford, 2014, p. 121)
Even so, the earlier versions of the game and their prominent exclusion of women and
non-male characters and players seem to have set a precedent that can still be seen in the
39
market, gaming groups and game design today; one that non-male/queer game designers,
writers, artists, scholars, players and fans everywhere are still working to undo.
TTRPGs that may serve as design precedents, exploring interesting themes of gender,
Another game of Alder’s designed in collaboration with Mark Diaz Truman, The
Deep Forest (hereafter TDF) (2014), is based on one of her previous games, The Quiet Year
(hereafter TQY) (2013/2019a). TDF is a cartography RPG based on the idea of a community
of monsters, regrouping and healing “after driving off the human occupiers” (p. 3). It is
a game about decolonisation, but also the idea of the monstrous queer; about how “the
ways that otherness and monstrosity are sometimes reclaimed or leveraged in the process
of coming to know ourselves” (p. 9). TDF is poignant and provides a fresh viewpoint on
how some queer people may view and come to terms with themselves and their queerness,
without oversaturating the story or mechanics with stereotypical themes and tropes, making
it a valuable design precedent. It sits quietly, and it makes its statements while being based
Sleepaway (2020a) is a game written and designed by queer game designer Jay
Dragon of Possum Creek Games and uses the aforementioned BoB system designed by
Alder. Sleepaway is a queer horror TTRPG in which you play a summer camp counsellor,
...in the outside world, people grow increasingly alienated from their own identities,
this summer camp is a beacon of safety, a refuge for misfit kids defined by their
marginalization.
40
The camp, as well as the game itself, are spaces “disconnected from the systems of
the world...and tied to that is its relationship with gender” (Dragon, 2020b). Sleepaway
discards binary and normative definitions of gender, as it takes place in a utopian world;
players never have to specify whether their characters are cisgender or transgender, and
their gender is to be chosen, described and “based on abstract concepts and sensations that
resonate with you, which are sometimes in some way gendered” (Dragon, 2020c). Many
gender identity options intersect with concepts of nature and the setting of the game, and
the list of pronouns to choose from opens up a world of possibilities, making character
creation a beyond-euphoric queer experience, even for those who are not queer. Sleepaway
is a brilliant design precedent when looking at gender identity and the relationship between
Wanderhome (2021b) is another BoB game by Dragon, in which the players play
travelling animal-folk and go on a journey together, far removed from any sort of combat-
related system or narrative. Like Sleepaway, Wanderhome approaches gender in a fluid and
non-binary way: “...while you may occasionally notice options that use gendered language,
these are chances to either embrace, reject, or ignore the presence of that gender. Journeys,
as liminal and complicated environments, are spaces for queer self-reflection” (p. 17).
Each of the character playbooks in Wanderhome asks players to decide, among other
things, two characteristics they are and two they are not from a small list. Every playbook
includes two gendered, characteristic terms that the player may or may not choose:
“Beautiful” (The Dancer, p. 52); “Strong And Manly” or “Properly Feminine” (The Firelight,
p. 60); “A Man” or “A Woman” (The Fool, p. 64, The Poet, p. 84, & The Teacher, p. 96);
“Manly” or “Womanly” (The Peddler, p. 76); “A Boy” or “A Girl” (The Ragamuffin, p. 88);
and “Lady” or “Gentleman” (The Vagabond, p. 100). This gives all players, regardless of
which playbook they choose, the ability to play with and explore gender if they wish without
41
forcing it upon them or inherently basing the entire game around it (although, if all players
decided that they wanted to make that a major plot point, the game would be able to easily
accommodate that). The ability to play with gender and gendered characteristics in such a
unique way makes the game a foundational design precedent when it comes to dismantling
heteronormative TTRPGs.
This demographic has consistently been catered to since the mid-1970s by upholding values
of (often toxic) masculinity and the patriarchy; by viewing non-males as ‘the other’, as
abject, as monstrous. By devaluing and degrading them in-game, and then barring them
from the table. But since then, the market has changed; people who do not identify with the
main demographic have begun to make their meaningful appearances in TTRPGs and the
like, and thus have shown up to the table, ready and eager to engage.
previously referenced, there is a lack of scholarship, research and data that focuses directly
on the players that have largely been ignored for most of the short academic history of
RPGs: queer players, and their experiences with TTRPGs (both heteronormative and
specifically queer). There is opportunity for exploration and new research in this field,
42
2.5
TTRPGS &
QUEERNESS
on TTRPGs and their history, as along with wargames, these were the main elements
that came together to shape the first TTRPG, D&D (Deterding & Zagal, 2018),
and many after. Oliver (1995) states that “role-playing is a man’s game. It’s true
statistically. [...] the proportion of males buying role-playing products will ensure
and unfortunate circle” (p. 59). In line with the previous section, he continues that
related genres to RPGs such as fantasy literature also have had a predominantly male
The hero-tale most often associated with fantasy (and therefore used in
a contest. [...] the establishment of manhood in heroic terms involves the absolute
devaluation of women” (pp. 163–168). She continues: “To begin to imagine freedom,
the myths of gender, like the myths of race, have to be exploded and discarded” (p.
179).
Oliver (1995) argues that TTRPGs such as D&D that are designed around
the structure of the hero-tale involve a “cycle of questing, testing and reward” (p.
43
62), of which the material gains mirror and encourage character development through
experience levels. That is to say: characters are designed to develop through action, success,
and reward, rather than emotional connection and role-play interactions. Emphasis is
placed on skill rather than personality, ability rather than emotions, and power rather than
empathy. The physical shell of the character and the summation of their strength is deemed
more important than the memories they hold dearly and the personality they develop
through role-play and narrative; an idea which echoes the concept of fragile masculinity in
its entirety, and with it, heteronormativity. “Adopting this pattern is implicitly accepting
the value system of the hero-tale, and this is not a pattern which allows room for ‘womanly’
heroism” Oliver (p. 62) concludes, a statement which Alder & St Patrick (2013) would agree
with: “Stats, levels—these are straight mechanics. [These are] linear journeys: from not
powerful, to more powerful, to more powerful, to most powerful-est, where you will succeed
Alder (Kiraly, 2014) also defines such straightforward ideas, cycles, and storylines as
heteronormative, especially when compared to queer lives which are infinitely more fluid
...[queer] diversity is not well-reflected in linear and hierarchical mechanics like stats
and levels: starting at level one, having a strength of eighteen, continuing to succeed
in the world as a hero until you are level twenty and have a strength of twenty-four—I
don’t think that does justice to telling stories about queer lives. (23:30)
This echoes Oliver’s (1995) thoughts around designing games to not be so combat-and
role-playing: “most of the battle [of redesigning TTRPGs for a non-male audience] is already
won if writers of scenarios can realise that heroic struggles do not need to be external” (p.
66). Therefore, how can game designers specifically design TTRPGs to appeal to, include,
44
and authentically represent queer players, themes, and ideas?
In a presentation with St Patrick, Alder (2013) states that mechanics, systems, and
game rules are subjective and politically charged; even if they are objectively true in the
fictional world of the game, they are not objective in the real world, nor do they come from
a neutral standpoint. As game designers, our lived experiences, thoughts and ideals inform
the rules and systems we come up with, whether we’re aware of this fact or not. The same
is true with all types of games. Therefore if the people designing the TTRPGs we’re playing
aren’t queer-identifying (or at the very least, allies), Alder (Kiraly, 2014) states then we’re
not playing queer games—we’re playing straight games with straight mechanics, regardless
of how much ‘queer’ content and representation is present in-game.
talking about queer games.” It is not enough to sprinkle in queer characters to pander to an
audience; such instances are understandably not queer games in Alder’s eyes. The question
is how: how can game designers go further than simply queer inclusion and representation?
Ruberg (2020) and Dragon (2021c) both describe queer games, and game design, as
a playground for exploration for players. Instead of imploring rigid narratives and specific
mechanics the players ‘must’ use to understand and play the game, queer games should be
intentionally designed in a much more fluid and flexible way to allow players the freedom
to interact with the game concepts and system/s however they feel compelled to, not just by
following the game rules as written. Salen & Zimmerman (2003) describe game design as
a type of second-order design: “as a game designer, you can never directly design play. You
can only design the rules that give rise to it” (p. 168). Baur (2019) echoes this sentiment in
the specific context of TTRPG design: “design, then, is the creation of play experiences at a
remove from play itself. That is, as a designer, your work enables new experiences in play
for others” (p. 11). Returning to the metaphorical framework of TTRPG as a playground,
a playground has no rules; it is the relationships that players foster and explore with both
45
others and themselves (“player interaction”) that dictates play (Berge, 2021). As queer
TTRPG designers, we should not be designing nor writing for our audiences to experience
the specific type of narrative we want; we should be designing systems that encourage
players to disregard rules, play around with mechanics, and abstract any idea of the game to
better personalise and represent the experience they want to take from the game. We should
be designing with such an intention from the beginning, and that is an example of what
The idea of fluidity, not only in-game structure and approach, is an important aspect
of queer game design altogether (Kiraly, 2014; Alder & St Patrick, 2013). Alder (Kiraly,
2014) also identifies a myriad of different ways that game mechanics can be designed
queerly, generally concerning the concept of fluidity. She mentions the “fruitful void”
(Figure 2.4), an RPG theory concept first coined by Edwards (2005) and later expanded
upon by game theorists and designers such as Baker (2005), who identified its presence in
Alder defines the concept of the fruitful void as a game structure in which the
mechanics (procedural elements of the game) lead into each other while circling around
Figure 2.4
The fruitful
void
46
what the game is really about, yet may never address in as many words nor define a
mechanics for:
I feel like the fruitful void is the queerest idea in game design theory I’ve ever
encountered. […] queerness is ultimately about exploring fruitful voids, and about
circling those nebulous, unknown areas that we haven’t [had] a lot of experience in
defining. (20:55)
The fruitful void is an intriguing game structure as it almost forces players to address
what the game sourcebook does not and come up with their own answers and ideas, thus
Berge (2021) identifies a selection of alternate queer game structures that intersect
with the playground structure, based on queer TTRPGs that “do not necessarily create,
demand, or imply queer play. The structures explored here are queer because they open
the power (and danger) of fiction,” “recognizing tension between the community and self,”
“reframing violence,” and “building support between characters,” all of which are queer
outcomes in their own rights. One of the structures discussed describes the various safety
tools which many queer TTRPGs actively include in the design of the game instead of
adding on later as an afterthought. These tools include but aren’t limited to the “X-Card”
(Stavropoulos, 2013), “Script Change Tools” (Sheldon, 2013), and “Lines and Veils”
(Edwards, 2004). Such safety tools not only help players to navigate boundaries, active
consent, and sensitive content but also help to make a larger amount of queer content
In a similar vein, Alder (Kiraly, 2014) and Alder & St Patrick (2013) both mention
collaborative queer world-building and creating queer utopias as another way to queer
47
TTRPGs. The idea of the queer utopia goes further than just making sure a variety of queer
characters are represented in-game, but breaking down the normative world and rebuilding
it in a way that is inherently queer, together “as queer people, sitting down, and imagining
a better world” (Kiraly, 2014, 3:06). This practice of collaborative world-building and
narrative creation references back to Alder’s own NDNM style of gameplay, which actively
seeks to balance power between all players instead of handing all the power over to a GM
and the chance of a set of dice. Thus when it comes to queering TTRPGs, designing for fluid
between player and rulebook, and collaboration between player and character—between self
and possible selves.
out games include such queer structures and concepts that may act as inspiring design
shot RPG by game designers Vee Hendro and Hayley Gordon, and the premise of the slice of
life game is to experience a single day in the shoes of a supernatural creature and their loved
one, doing ordinary things while juggling the not-so-ordinary struggles of said supernatural
being. OMSL has no GM, and the two players work in collaboration to create characters,
plan out their day, and then live through it together. It has a heavy focus on role-playing
and improvisation instead of combat-based simulation like many TTRPGs and utilises a
whenever they want. OMSL makes room for and showcases mundane queer existence, and
that is all. The game hints at the concept of the fruitful void; after your day is finished and
both characters fall asleep, what happens next? What was the point of the game? Was there
a point at all, other than to experience a nice little slice of life outside of your own? OMSL
is a worthy design precedent, particularly because it does not place importance on how
48
excellently you vanquish monsters or how quickly you level up; it is simply an explorative
lens into the entirely normal lives of two people, their relationship, the day they spend
together, and the quiet moments in between, thus queering the normative structure and goal
games” by Alder, and are solo RPGs that should be played “in the margins of your life,” some
of which explore and are about queerness specifically, but all employ a type of playground
structure. The rules of all four games are generally quite simple; these are games to be
played alone, and sometimes with others, but mostly alone. They are self-reflective, and
most are to be played quietly in everyday life instead of in a single, stationary sitting. In
particular regard to queerness, Brave Sparrow (hereafter BS) is a standout; the game, as
the title suggests, is about the player rediscovering their sparrow body by ‘training,’ such as
collecting feathers, and completing ‘missions,’ which are up to the player to determine. BS
is a “hyper-earnest trans allegory” (Alder, 2020) and is about navigating the human world
in everyday life, knowing that you do not fit in with everyone else. It is a game of personal
exploration, courage, and bravery in the face of doubt, uncertainty, and hegemonic society.
All of the games in VoYB approach the concept of RPGs differently; there is no character, it
is you (the player) playing yourself (or, a version of yourself). The person and player overlap
to form the persona, and all four games are designed to create experiences and meaning to
carry with you back into the real world, making VoYB an inspiring design precedent.
TTRPG in which you play the author, Logan Timmins, as he goes through many stages in
his life. You have the opportunity to play through an equal number of ‘Peace,’ ‘Growth,’ and
‘Turmoil’ scenes intercut with ‘Milestone’ and ‘Self Care’ scenes at regular intervals. The
game doesn’t hesitate to explore themes of pain (explicitly queer or not) such as suicidal
ideation and self-harm, but nor does it hesitate to explore pure, unfiltered queer joy and
pride, and the dips and valleys in-between. The statistics in LOGAN are of particular
49
note; they represent more abstract and non-quantifiable aspects of your Logan, such as
“Otherness,” which is extremely fitting for a queer TTRPG by a queer game designer and
writer. The game also takes place in a fashion that is a nod to the non-linear; while there is
a certain structure of what types of scenes you play through, you get to choose the specific
scene, providing a multitude of options for the storyline and increasing replayability.
LOGAN is a key design precedent when it comes to a game that is not afraid to shy away
from some of the harder and heavier topics associated with life in general, while still
prioritising player safety (such as the mandatory ‘Self Care’ scenes and contents warnings at
matter) ‘queer.’ A game is queered through the system, mechanics and themes it employs,
therefore affecting almost all aspects of the game itself, regardless of whether the players
or characters are queer (Figure 2.5); queer narrative possibility is key to a queer TTRPG
(Berge, 2021). Creating fluid game structures, like Ruberg (2020) and Dragon’s (2021c)
such as physique-related stats and combat-based experience levels; and placing emphasis on
metaphorical mechanics (Alder & St Patrick, 2013) and concepts that disrupt the normative
gaming experience, like the queer utopia, safety tools, and non-linear storylines are several
and games (see Pulos, 2013; Rogers, 2020; Sundén, 2009; Youngblood, 2013; among
others) as well as surveys and reviews explicitly focusing on inclusion and/or exclusion of
queer content in games (see Shaw & Friesem 2016; Stenros & Sihvonen, 2015). Likewise,
while some literature exists around queer game design and designers (see Berge, 2021;
Ruberg, 2020), there is a lack of literature bridging the gap between queer game design
and queer identity exploration, specifically through a design-focused lens, and how such a
50
TTRPG could be designed to not only open up queer narrative possibilities but encourage
exploration of self, possible selves, and possible identities. This is what this thesis aims to
do.
There are multiple needs for such research; firstly, to discover how queer TTRPGs
may be designed for queer audiences by queer designers, helping to attempt to give queer
players both the representation and type of games that allow them to be unabashedly
a safe space for queer/questioning people (specifically adolescents) to explore and practise
with possible selves and try on different facets of queer identity in a fun, engaging way.
Thirdly, to explore how TTRPGs can purposefully harness the concept of liminal space to aid
Figure 2.5
Queering
TTRPGs
through
systems,
mechanics,
and themes
51
CHAPTER 3:
AIM 1
METHODOLOGY
52
3.0
AIM 1
METHODOLOGY
research and design precedents that are relevant to the objective, with a specific
focus on identity play and roles; the history of TTRPGs and how the people outside
its target demographic were treated and viewed as; and queer TTRPG design,
current climate surrounding queer TTRPG players and their experiences with such
2021, aimed at queer young adults who had at least some experience with TTRPGs
(see Appendix A). The survey results were then collated (see Appendix B), analysed,
methodology to help enable and guide the design of a queer TTRPG (refer to Aim 2)
53
(Downton, 2003).
for design were most suitable for my investigation as fluid and personal concepts such
as queerness and identity (and particularly, identity play) cannot possibly be accurately
measured and explored solely through quantitative data. However, some quantitative data
was useful in terms of defining the demographic and its initial thoughts, thus dictating that
1998) while most data analysed and evaluated was through more of a qualitative lens via
thematic coding; it was less important to generalise a whole population or social group of
people’s experiences and more important to take in each individual’s complex experiences
(Vaughn & Turner, 2016) and how they might apply to create key concepts for queer game
design.
participants opted in and self-selected into the sample (Schonlau et al., 2002). The survey
participants remained anonymous and therefore their identity was and will be protected,
not only for their safety, security, and privacy, but to create a more open environment
where they were more comfortable to honestly share experiences, opinions and answers
that weren’t attached to their name and self, rather than presenting their best self possible
(Best & Krueger 2008). The reason for choosing convenience sampling for this survey
questionnaire was to receive as many answers as possible that were rich in content while
The risk of traditional convenience sampling is sample selection bias, in that the
participants to whom the survey was advertised may not represent the full demographic
being researched. This was mitigated by not asking specific individuals to consider
participating, and instead, the survey was distributed to a range of groups of relevant
participants who met the sample criteria.
The survey collected results from adults aged 16 years and older who were queer in
any capacity (regardless if they were ‘out’, ‘questioning’ or ‘closeted’), whether that was
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related to their gender identity, gender expression, or sexuality. The survey also required
participants to have at least some knowledge of and experience with TTRPGs and/or other
types of RPGs. The survey was primarily aimed at New Zealanders aged 16-35 but was
advertised in Facebook groups etc that included people of all ages from other countries,
and thus invited anyone who fit the other criteria to take part. Participants of all ethnicities
and cultural backgrounds were invited and encouraged to consider taking part to gain as
much data from a sample that was as diverse as possible, given the scope and bounds of this
Recruitment took place online in October 2021, and advertisements were distributed
in relevant Facebook groups such as TTRPG Diversity New Zealand, Dungeons & Dragons
Aotearoa NZ, Melbourne LGBTQIA+ TTRPGs, and Dungeons & Dragons & Diversity.
These groups were chosen as all fulfilled at least one of the two main characteristics of
While groups like Dungeons & Dragons Aotearoa NZ only explicitly satisfied one of the
characteristics sought, I believed that there was a good chance that people who qualified
as a participant for the survey could be a member of any of the groups. All advertisement
posts were discussed with and granted consent by the relevant admins of the groups before
posting.
The survey was conducted via Qualtrics, and was split into four sections:
1. Assessing the participant’s eligibility for the survey (3 closed answer questions) and
gathering some base data that would provide a brief overview of the demographic surveyed
(2 closed answer questions). These questions ensured that identifying participants would
remain impossible, while still making sure that the participant themselves knew whether
they were eligible to participate. Answers to any questions that did not meet the eligibility
criteria would not allow the participant to continue to the next question.
2. Questions regarding the participant’s personal experiences with queer TTRPGs (1
closed answer question, 7 open answer questions). This section aimed to gather information
on past experiences the participant has had with queer TTRPGs, specifically what games
55
they’d played, what they enjoyed about them, game mechanics they liked, and anything they
would change.
section was to gather the participant’s opinions on queer TTRPGs; character creation and
player-character relationships; and basic TTRPG preferences such as length, game system,
tactile elements etc. There was also a text field at the bottom for participants to expand on
any answers they gave if they wished to.
4. Questions regarding the participant’s opinions on TTRPG design and what they
find most important (3 open answer questions). The final section was broad and allowed
All questions except the first 3 questions in section 1 were optional to answer. If the
participant felt uncomfortable answering a specific question, did not understand what the
question was asking or just didn’t want to answer, they could leave the field/matrix blank
all risks of emotional trauma in recalling negative experiences. Negative experiences (like
experiencing homophobia, transphobia etc) were not mentioned nor alluded to at all in the
survey questions.
All open-answer questions (text entry field) were thematically coded by identifying
key codes in each answer, collating all answers under each code, and then summarising
the key findings from each in regard to the question asked, developing themes, theories,
and ideas in response (Rivas, 2012). This open-ended approach, while time-consuming in
terms of analysis, resulted in more unexpected, organic, and dynamic answers from each
participant and the entire sample, instead of the survey directing the type of answers it
wanted to receive.
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CHAPTER 4:
OBJECTIVE 1B
RESULTS
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4.1
QUANTITATIVE
The survey generated 331 complete and eligible submissions, which far exceeded
expectations when the survey was first distributed. In terms of notable base
demographics, 83.69% of participants (n=277 out of 331) were between the ages of
16-35 (Figure B.01). 95.77% of participants (n=317) were LGBTQIA+, and the other
4.23% (n=14) said that they were questioning/unsure/may be part of the LGBTQIA+
community (Figure B.02). The two largest specific ethnicities that participants
belonged to were New Zealand European (n=210) and Māori (n=28), as expected,
due to the survey mostly being advertised in New Zealand-focused Facebook groups
(Figure B.04). The most common gender identity participants mentioned was female
(n=80), of which most specified they were cisgender. This was closely followed by
non-binary/enby (n=75), a label that was often combined with other identity labels
participants identified as male (again, of which most specified they were cisgender)
that the data collected from this survey wasn’t swayed by an overwhelmingly
TTRPGs, see literature review), and therefore more accurately conveys the opinions
25.98% of participants (n=86) reported they had played a queer TTRPG before
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(Figure B.06), while the majority had not, even though all participants identified as queer or
questioning (Figure B.02). This statistic highlights the vast lack of queer TTRPGs given the
number of queer players, especially in terms of mainstream games; when asked what queer
TTRPGs participants had played, while 51 different TTRPGs were mentioned by name, the
top 5 most mentioned TTRPGs accounted for 52.53% (n=83) of given answers (n=158)
(Figure B.07): D&D (all editions including homebrew campaigns); MH; Thirsty Sword
Lesbians (Walsh, 2021), DA, and WoD games (including VtM). 43 queer TTRPGs of the 51
were only mentioned once (n=31) or twice (n=12), most of which could be considered indie
games. Possibly the most interesting result was that D&D was the most common answer,
given that no official editions of D&D are inherently queer nor employ queer mechanics.
This demonstrates a dire need for more queer games in the TTRPG market, as do other
results (84.29% (n=279) of participants either agreed or somewhat agreed that there should
be more TTRPGs that focus on queer experiences or narratives, Figure B.10; and 90.03%
(n=298) of participants either agreed or somewhat agreed there should be more TTRPGs
Character creation was specifically asked about in the survey due to the person/
player/persona frames, and the liminal space ripe for identity play and exploration of
possible selves that occurs when said frames overlap. The overwhelming majority of
participants (97.28%, n=322) either agreed or somewhat agreed that character creation was
an important part of their TTRPG experience (Figure B.15), and (92.71%, n=305) agreed
or somewhat agreed that their characters were important to them (Figure B.23), thus
highlighting the importance of the player-persona relationship. The survey results confirm
the idea that character creation and identity play in TTRPGs involve the creation of possible
selves: the vast majority of participants (92.73%, n=306) agreed or somewhat agreed that
they create characters in TTRPGs that they related to in some way (Figure B.16), and a
majority of participants (69.18%, n=229) also agreed or somewhat agreed that they create
characters in TTRPGs they wish they could be like in real life (Figure B.17).
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When asked if such games helped participants to explore and experiment with their
identity in any way, the majority (61.54%, n=56) of participants who answered the question
(n=91) answered yes, and 10.99% (n=10) answered maybe/somewhat (Figure B.08). This
result backs the idea that TTRPGs can help with identity play and exploration (Bowman,
2010; DeHart, 2008; Deterding & Zagal, 2018; Hollander, 2021; Nephew, 2006; Osborne,
2012), specifically queer games with queer identity. Results (86.06%, n=284) showed most
participants either agreed or somewhat agreed they would play a TTRPG designed to allow
them to explore their queerness and identity (Figure B.12), thus demonstrating a reasonable
TTRPGs and explore their gender identity (Figure B.18; 77.95%, n=258, agreed or somewhat
agreed), gender expression (Figure B.19; 80.30%, n=265, agreed or somewhat agreed),
and/or sexuality (Figure B.20; 72.64%, n=239, agreed or somewhat agreed) through their
characters. The results also hint at the transformation of identity play to identity work
(Ibarra & Petriglieri, 2010) and the concept of bleed (Boss, 2007), specifically “bleed out,”
in which the experiences of the character in-game may affect and bleed into the player and
person outside of the game (Bowman, 2013; Montola, 2010): the majority of participants
agreed or somewhat agreed that character creation had taught them something new about
themselves (Figure B.21; 74.85%, n=247), and/or a character they had played before
influenced part of their life in some way (Figure B.22; 65.35%, n=215). These findings
display the real potential that intentionally designing for queer identity play in TTRPGs may
result in real benefits (such as identity work and clarification via bleed) for players taking
part.
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4.2
QUALITATIVE
This results section will summarise the different types of themes identified through
thematic coding and analyse how they relate to queer TTRPG design, given the
context to which question each theme applied. Codes were divided into themes and
then sub-categories, which formed three broader thematic categories: game design,
the game are designed, including but not limited to: the game system, mechanics,
worldbuilding, moves, actions, clarity, flexibility, safety, and the design process
identified codes.
played and the way that TTRPGs work, particularly in regards to the enjoyment
of queer games and queer identity play. Participants identified that the way queer
TTRPGs are designed is key to enjoying play (“I think exploring different dynamics
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the context of creation processes (character, world, narrative etc) and the overall feeling or
“vibe” of the game, and that systems that provide more freedom to explore and experiment
instead of something more prescriptive are more enjoyable. One specific system that
appeared in multiple answers as directly contributing to game enjoyment was PbtA; this
makes sense as a large proportion of queer TTRPGs are designed for PbtA, as it is a system
heavily based around role-playing and storytelling. One participant mentioned “I’ve found
that PbtA works best for our group. It’s the first system we tried after D&D, and [it’s]
mechanics for fighting, [and] more mechanics for social interactions or internal growth.”
Combat is sometimes still present, but queer TTRPGs are generally more focused on the
story and narrative overall as opposed to more simulation-type combat and mechanics, as
many participants “[preferred] things to be less mechanics-based, with the story action less
constrained by rolls, and as flexible as possible.” This highlights the recent move away from
play, such as how the mechanics in MH encourage identity exploration by simulating the
feeling of being unable to control attraction and preference, much like in real life, but in a
safer and controlled fantasy environment where such desires can be acted upon in a more
different genders.” Similarly, participants also mentioned that magic systems and moves
in some games (transformation and shapeshifting magic especially) can have parallels to
transgender themes and experiences, which can create an ample opportunity to explore
transgender identity and alternate identities safely.
Related to the idea of safety, world-building and creating the precedent for an
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intentionally safe setting in-game was a theme present in regards to the importance of
designing queer games for queer players. Participants said that aspects of worldbuilding
such as classes and social structures should be carefully designed so that they don’t contain
any real-world prejudices or oppression that would affect not only queer players, but any
player in general based on their identity. Likewise, “[hard-coding] diversity and inclusion in
game designers, their intentions, and the way that they design queer TTRPGs. Participants
had real concerns about who should design queer games; many agreed that “having queer
people lead the design and creation of the game/story so it can be made without worry [and]
have it stand as its own.” “Sensitivity consultants” should also be referred to when exploring
specific identities outside of the designer’s own. Additionally, the designer/s should be
able “to [decentre] themselves from the narrative” to encourage the broadest spectrum
of inclusivity and exploration possible, and not let their personal experiences, biases and
privilege affect the game itself; this is a concept that Baur (2019) mentions, that TTRPG
designers should not conflate their own needs (and experiences) with the audience’s needs
(and experiences).
take place when designing a queer TTRPG, particularly one that focuses on specific queer
stressed that the designer/s should “talk to those with similar experiences in real life, so that
[they] can get a good range of perspectives to build the TTRPG off” and thus consult with
queer people to make sure their stories aren’t being misconstrued. This relates to the idea of
tokenism which was also specifically mentioned, as participants said they want designers “to
avoid being tokenistic and writing material so [they] can tick the ‘queer box’ off.”
The theme of audience and target demographic appears also in this sub-category.
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Participants believed that when designing a queer TTRPG, it is imperative to keep the
target audience in mind, and that a lot of what players will be willing to explore and
experience depends on the player themself: “...some may want a more realistic setting
where homophobia and transphobia exist, however, for others TTRPGs are ways to escape.
Therefore, allowing for the diverse intentions behind playing in TTRPGs is important.”
Making sure the game caters to differing wants and needs is crucial, as is providing the
flexibility within the game design to do so, relating to Ruberg (2020) and Dragon’s (2021c)
to “get actual queer people to give feedback when designing the experience and gameplay,
as well as heteronormative people (unless your target demographics are solely the queer)”
and to “continue talking to a range of queer folks as you develop game ideas, and adapt
accordingly.”
designed to be flexible, fluid and free for players to interact with, change, and edit, once
again referring back to Ruberg (2020) and Dragon’s (2021c) proposed TTRPG playground
structure. Participants stated that when designing a queer game for queer players, aspects of
the characters should be flexible: “people’s identities (and society) are constantly changing
and in flux, there’s no point in having cookie cutter stereotypical characters.” Allowing
things to change and simply exist without being fixed is a must when it comes to identity
Sedgwick, 1994).
This applies to the game itself as well: to some participants, many aspects of a queer
TTRPG with more of a prescriptive storyline such as the plot, setting, endings etc must be
and identities.” Participants noted that they value the ability in a TTRPG to encourage “...
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the players to shape the experience themselves and tell the stories they want,” especially
when it comes to queer narratives and experiences being explored. Everyone deserves to
see themselves and their experiences represented in games they enjoy, so purposefully
designing parts of the game to be easily customisable without hindrance is key to steering
TTRPGs away from the heteronormative precedents that have heavily influenced most of the
market.
In addition, participants said that it was extremely important that queer TTRPGs
should “allow flexibility by the GM and players to adapt the game to suit their needs and
play style.” Some players may be neurodivergent or have learning difficulties, so being
able to adapt parts of the game to suit the players while still enjoying the experience the
game aims to give is of high importance. On this note, accessibility should be taken into
consideration during the design process of the game by not only offering and designing
alternative styles of play but encouraging players to apply their own to the game without
penalising them for it. Some participants also mentioned it’s important to allow players
the freedom to “…bend the rules and have fun (e.g rule of cool rather than strict Rules As
Written [RAW]) to enable characters to try new things and develop relationships and ideas.”
In terms of accessibility, several participants said that sensory issues affected their TTRPG
experiences, with one preferring RPGs with similar themes only, and the other preferring
I end up avoiding very physical games just because I play online which allows me to
Due to the huge overlap between the autistic and trans communities, sensory issues
might deserve future exploration, but I would not throw out otherwise fun parts of
This is important to keep in mind when designing a game; how do you design a game
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(or maybe specifically a game mode) that still encourages queer identity exploration while
also catering to people who may have sensory issues that prohibit them from playing in the
why such issues are important, and ways that safety tools can be implemented in the design
processes of queer TTRPGs. As Berge (2021) identified, the inclusion of safety tools and
concepts like active consent makes for not only a safer gaming environment but allows for
a larger breadth of queer content possibilities, thus aiding in identity play and exploration.
Participants also identified this sentiment, even though the term “safety” or related
demonstrating the importance of such safety protocols in TTRPG design and play.
Participants stated that certain measures and aspects of safety should be “...built into the
base game to ensure that even if a possibly triggering topic comes up in-game, it is handled
in a way that protects both the players and the [GM]” (specific examples included “traffic
light systems,” “content/trigger warnings,” “post-its,” “lines and veils,” “session zero” etc.).
Without such safety tools, games may become overwhelming or even dangerous for some
Safety and control are not only important in managing the risk of incidents; it also
explore your sexual and gender identities.” Participants mentioned that either being in
control of queer exploration and discussion in-game and/or the game facilitating a safe
space for such exploration was a key factor for them being able to undertake such identity
[was important]. If I’d not been offered those opportunities, I would have been very
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uncomfortable with a character arc that was so close to home, but because I had the
Also in this vein, participants said that “...ways in which to facilitate open
communication about queer issues and player comfort during the game” are incredibly
important, especially so that players can safely discuss what they are/aren’t comfortable
conversations and make use of safety tools that foster safe and controlled play and
exploration before and during the game, to keep all players safe.
expanding into ideas surrounding what happens outside of the in-game world and around
the table, such as players and party, GM/DMs, power hierarchy, trust, collaboration, and
codes.
Many stated that they preferred playing with queer people playing queer characters
(albeit non-exclusively, for most participants: “I find playing with non-cis, non-het, non-
monogamous people or allies is overall a much better experience because we are all more
accepting of each other and our experiences at the table”). Some participants preferred
playing “...with a higher proportion of queer people, as they’ll ‘get’ more of the concepts/
threads of any queer narratives without having to break out into a quick discussion/
education session” regarding issues that non-queer people may not fully understand or
even be aware of; some participants answered that an entirely queer party (or, a mixture of
queer people and allies) made them “feel [the] safest” to act out their desires in-game, or to
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create the character they wanted to truly represent them without facing prejudice or shame.
However, a similar amount of participants stated that the identities of the people they were
playing with often didn’t matter, nor the identities of the characters that they played: “...
everyone should feel included at whatever table they’re at and be allowed to make characters
that are similarly diverse.” The most important factor is “the attitude of the group one
plays with [rather] than what the game focuses on, whether or not the players are actually
queer-identifying.” These findings reference back to quantitative data from Q12_5 (34.85%,
n=115, of participants were indifferent and 37.27%, n=123, agreed or somewhat agreed that
they preferred that all players in their group to be queer, Figure B.13) and Q12_6 (32.63%,
n=108, of participants were indifferent and 47.43%, n=157, agreed or somewhat agreed that
they preferred that all characters in their party to be queer, Figure B.14). Therefore, it could
be concluded that it varies from person to person whether they want to play exclusively or
not with a queer roster of players and characters, and so queer TTRPG design should not
Given these findings, it is important to note that while some queer players have no
that the people with whom you play are the most important factor of a TTRPG: “creating a
safe, open, welcoming space that allows everyone to have fun telling a story and having an
between players is important.” This is something that often games cannot be designed for, as
the player chooses the game and not the other way around. Games can try to get across the
importance of open communication and mutual respect between players and include tools
to open up those conversations, but ultimately it is the player who decides to play the game
with whoever they choose. Therefore, providing space in the rules to allow players to bow
out of the game at any time for any reason without consequence and setting the precedent
for safe and open play is of paramount importance.
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4.2.2.2 GMs & DMs
This sub-category discusses the importance that GMs and associated roles have on queer
TTRPGs and safe play. Some participants specifically placed the differences between queer
TTRPG and heteronormative TTRPG experiences upon the GM’s shoulders; they believed
that a GM that focuses on queer ideas, narratives and exploration in-game makes all the
difference, as opposed to one that has a more fixed and heteronormative mindset (“…a lot of
it is the GM grokking with a certain game - I feel like you could probably run an incredibly
straight game of Thirsty Sword Lesbians if you have a very cis-hetero-normative mindset”).
queer TTRPG to be enjoyable: “The main factor I enjoy the most is how my GM plays [queer
Perhaps this is why so many recent queer TTRPGs employ a GM-less system, such
as OMSL and the games that use Alder’s NDNM game approach: several participants
stated that GMs have less power in many queer TTRPGs and there are more “attempts to
level power [imbalances] at the table” which makes the power distribution feel more equal
overall. By levelling and dismantling hierarchies, players may be more likely to speak their
mind and steer the game in the direction they want to explore, without fear of de-railing the
Some participants said that the most important part of any TTRPG is “collaborative
storytelling” and “the collective narrative.” The ability to create and tell a cohesive story as a
group is one of the most attractive and unique parts of the genre of TTRPGs, and should not
storytelling, not positioning the GM as the opponent of the players (unless the specific
system/game calls for that).” Therefore when designing queer TTRPGs, designers should
consider if the game does need a GM, DM, or facilitator of some sort; many games do need
one to keep the story on track and keep things balanced, but plenty of narrative-based games
with a heavy focus on role-playing do not always need someone “in charge,” especially if the
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4.2.2.3 Comfort, Communication, & Respect
This sub-category pertains to how a TTRPG can be designed and thus transformed into a
place where players can play comfortably. As mentioned previously, a more equal spread
of power across the table also leads to more open communication, comfort, and trust;
participants said that open and clear communication between players is a very important
aspect of any TTRPG. “Open honesty and communication,” “not feeling hierarchical,” and
expressing boundaries, concerns, questions, and consent is vital for a TTRPG to be played
successfully and safely (especially one that deals with darker topics, or more sensitive
aspects like personal identity). Similarly, ensuring respect between players is key so
everyone can indulge in “the freedom to play a character that [they] want to play in a way
[they] want to play them, with no judgement of who that character is, what they sound like,
how good [they] are at role-playing them.” This creates a more open, comfortable game
space overall, and is something that should be addressed when designing any TTRPG, not
Some participants said that this may be done by setting a precedent in the game
rules from the beginning; in terms of a queer TTRPG designed for identity play, that may
mean ensuring everyone understands and expects identity play to take place at some point
during the game so no one is blindsided or is unaware of what’s happening. Not only would
mentioning this upfront allow players to discuss what they are/aren’t comfortable with, but
it would also plant the idea in the player’s mind that such a game should be used to explore
parts of identity that they may not have thought about before or have been hesitant to play
around with. Thus, setting the intention of the game clearly, from the beginning (both in the
design process and in the final product) should help guide both the designer and the player
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Overall this category covers 3 sub-categories made up of 77 different identified codes.
and why it is imperative to do so. Participants mentioned that having far more options and
for character creation and NPCs set queer TTRPGs apart from heteronormative games,
Intersectionality was also mentioned very frequently; participants said that it isn’t enough to
simply design for queer players, but to “[make] sure that there is a range of other identities
and diversity within the TTRPG” (such as but not limited to race, disability, mental
health, neurodiversity, weight etc.), and how those aspects form an “intersectional queer
experience.” As such, a TTRPG that markets itself as queer and diverse should not only limit
itself to one type of queerness; it should focus on a whole spectrum of identities, particularly
those who are often misrepresented or not represented at all in similar media. This may be
addressed in-game by ensuring that there are no restrictions when it comes to character
similar.
Many of the themes that fall under this sub-category also intersect with one of the
previous sub-categories, Authentic Design Process. Participants said that there is “no
one queer experience” and “queerness is not universal,” and games shouldn’t dispute
this. “Many queer experiences are vastly different,” especially those who belong to more
was to create a queer TTRPG, it would be important to realise and respect this idea, and
make sure to cater to all types of queer experiences (or at least leave them very open to
interpretation). Additionally, participants said that it was imperative to make sure that
if any specifically queer themes and experiences are included in a queer game, they don’t
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“[lean too] heavily into stereotypes” and tropes, and are represented fairly. Accurate and
genuine representation, designed and written with good intentions and empathy, will appeal
to queer people and players (and make the game more “relatable/representative of real-life
experiences”).
TTRPGs, and how they should be designed in tandem with mechanics. Many participants
said that they prefer “a balance between mechanics and narrative that allows players the
freedom to play the game without having to constantly worry about the rules at every turn.”
Participants reported that by making sure different parts of the game work together in a
more streamlined manner with “slim mechanics,” games are easier to play and become
immersed in. Once again, by departing from simulated wargame-type TTRPGs and
moving deeper into the realm of role-play and improvisation, the more this change seems
to appeal to many queer and marginalised players. Participants noted that the narrative
that queer games tell is often more enjoyable to them and tended to highlight specific
LGBTQIA+ issues and themes that they could relate to, which set them apart from more
heteronormative TTRPGs: “it is a lot easier to feel immersed in the world [you] are creating/
playing in. [It’s more] enjoyable being able to relate to themes on a personal level in fantasy
settings.”
Specific narrative themes that were mentioned throughout the survey results included
found family and whānau (te reo Māori for family). Participants answered that found family
and the encouragement of it within queer TTRPGs is something that makes queer TTRPGs
different and unique; “…in my experience, the queerer the gaming group, the more NPCs
they adopt into their found family.” It could be said that putting more emphasis and creating
mechanics for things such as character interactions/relationships etc creates the opportunity
for found family exploration far more easily as opposed to more heteronormative games;
as such, emphasising found family over biological family is something that unsurprisingly
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appeals to queer players, who often have more experience with the idea of choosing their
family over their blood relations than straight people do (although, this is obviously not the
Sex and romance were other narrative themes specifically mentioned in regards to
designing queer TTRPGs; participants explained that while a queer TTRPG may lend itself
better to sex and romance, “your game does not have to be about sex or have erotic art to
enhance queer themes.” Sex and romance may (and in some instances, should) be part of
the narrative of a game focusing on queer themes and experiences, but should always be
optional, especially in their explicitness to cater to all types of players and keep everyone
safe.
character creation, and how bleed affects this. Participants stressed the importance of their
characters, and that characters are emphasised differently in queer TTRPGs; there is more
focus on “diversity,” “representation” and “depth” than statistics and strength, referring
back to the idea that there is a demand and market for TTRPGs that favour story over (or
in balance with) mechanics and simulation aspects. Participants often cited that being able
to create a diverse collection of characters with a wide breadth of options to choose from
(particularly gender options, such as in Sleepaway and DA) and then being able to develop
Some participants said that due to the character creation process even in
heteronormative TTRPGs, they often played and explored gender, sexuality etc with and
through their characters before they even realised that they were queer. This kind of
unconscious exploration suggests how much of a useful tool TTRPGs can be in terms of
solidifying and experimenting with personal player identity, even if it isn’t specifically
designed for such use. Beyond this, some mentioned that playing characters with specific
gender identities (such as non-binary) helped them to come out: “I realized and accepted I
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was non-binary through playing a non-binary character in a TTRPG. Some of the inklings
had been there in the back of my mind before, but it helped me come to that place with
myself and express it to my friends, who were around the table with me.”
Some participants said that creating and playing heterosexual, cisgender characters
helped them to realise that they didn’t relate to them, encouraging them to explore their own
identity further: “Playing characters who identify as cisgender women but may view their
gender through a different lens to me due to the nature of a fantasy/historical TTRPG has
stated that they often created characters they didn’t relate to or didn’t wish they were like in
real life because they wanted to explore something else entirely. Participants also mentioned
that they wanted to create and play a character that was the opposite of themselves, or one
that could act and express themself in ways the players couldn’t do in real life. While some
of this may relate and extend to queerness (and the fact that some queer people can’t feel
free to express their authentic selves in real life due to safety reasons), this also extends to
Participants mentioned that often traits or aspects of the characters they create and
play bleed through to influence their real lives (Bowman, 2013; Montola, 2010), as explored
in the quantitative data previously. The way that this concept intersects with gender
the terms “confidence” or “assertive” and while they didn’t mention gender or sexuality
explicitly, perhaps the freedom felt when role-playing a character that is so unapologetically
queer could help attribute to this sense of confidence/assertiveness that bleeds into the
player. Therefore in queer TTRPG design, it’s important to leave space for such freedom
when it comes to character creation and to allow both players and characters to be open and
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CHAPTER 5:
AIM 2
METHODOLOGY
75
5.0
AIM 2
METHODOLOGY
notably play-testing, in which selected participants that met the desired demographic
(young adults 16 years or older) actively tested and experienced specific aspects
of the TTRPG at its different iterative stages and fidelities, and provided feedback
to improve the game while it was still being designed and iterated upon (Choi et
game design, it is similar to prototyping, which is often done rapidly and at low cost
(and therefore lower fidelity) and focuses on specific aspects rather than the whole
product to get feedback that may be implemented faster more effectively, before
2017; Hanington & Martin, 2012). While play-testing/prototyping during the game’s
based interview with play-testers. This resulted in some qualitative data that was
compared to create conclusions about whether the TTRPG was successful in its goals,
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in terms of both design and game content (Fullerton et al., 2004).
Objective 2A resulted in a final prototype of the designed TTRPG (which was as high-
fidelity as possible given time constraints), iterated throughout its conception and creation,
with the design of the game informed by the results of Aim 1. Objective 2B resulted in play-
testing feedback data and further TTRPG iteration, of which the data was qualitatively
synthesised and analysed to deduce if the game was successful in its goals and aims, and
The mentioned methods and the key methodology of qualitative research through
design were most suitable for this aim, to put the knowledge generated from the Aim 1
results into practice and demonstrate their potential when applied to an actual TTRPG,
as well as future potential. Research through design is a methodology in which theory and
knowledge are generated due to the design process (Downton, 2003; Stappers & Giaccardi,
2017; Zimmerman et al., 2010); as such, iterative design informed by both the results from
Aim 1 and play-testing feedback to create the final prototype helped to form new knowledge
as to how future queer TTRPGs should be designed and what queer game designers should
but all consented to play-test (see Appendix C). Feedback given and analysed is presented
in this thesis anonymously. The play-testing participants were adults aged 16 years or older,
some of who were queer-identifying and some of who weren’t, to gauge a wider array of
opinions. All participants also had at least some knowledge of and experience with TTRPGs
and/or other RPGs so that they could compare the play-testing session to other games they’d
played before.
Due to both time and COVID-19 restraints, only two play-testing sessions with
different participants occurred; ideally, more would have taken place to further develop and
iterate the TTRPG and gain more data, but as the prototype serves as a proof of concept of
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the results from Aim 1, I deemed the two sessions sufficient for the purpose of this thesis.
based group interview about their experience, how they found the game, and what they
thought could be improved. Originally a questionnaire was to follow the interview, but as
most aspects of the questionnaire asked about were covered in the interview, I deemed it
unnecessary to record the same data twice. An unstructured interview format was decided
most appropriate to make the experience more casual and comfortable for play-testers,
while still gaining relevant information (Hanington & Martin, 2012), to help wind down
from the game, as both sessions spanned at least an hour of focused talking and interaction.
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CHAPTER 6:
OBJECTIVES
2A & 2B
DESIGN PROCESS
& RESULTS
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6.1
PRE-CONCEPTION
When I first started this research, I believed I was going to create a TTRPG based
on queer experiences to help give queer players an outlet in which to chiefly explore
the queer aspects of their identity. As such, many of the internet survey questions
from Objective 1B were focused on the idea of queer experiences being represented
in-game. However, when analysing the results from the survey, many participants
raised questions and concerns about queer experiences being portrayed as narratives
and/or themes, mostly due to valid concerns around authenticity and accuracy.
Some participants had also mentioned that they disagreed with the use of the
word ‘queer’ as a monolith, and said that all queer experiences were different and
dependent on intersectional identities; not all queer experiences will be the same,
I concluded that unless I was designing a TTRPG about one specific queer
impossible to authentically design a queer TTRPG to be used for identity play that
the playground structure, Alder & St Patrick (2013) and Alder’s (Kiraly, 2014)
identification of queer mechanics, and Berge’s (2021) concept of queer games and
mechanics creating the opportunity for queer narrative exploration and play, along
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with the results generated from Objective 1B, I set out to design a queer TTRPG that allowed
players to explore whatever narrative and experiences they wanted to, within a queer system
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6.2
CONCEPTION
Due to the common themes analysed by thematic coding in Objective 1B, it was
stressed the importance of story, plot, and narrative, and also mentioned story-
based systems such as PbtA. I wanted to embrace this fully and move away from
more linear, pre-established systems like D&D’s d20 system, which are systems and
as (and usually in) one sitting. Conscious identity work (and exploration, and play)
personas that players experience the game-world through; our characters act as
possible selves that allow us a glimpse into different identities and versions of
ourselves. This concept, combined with the results from Objective 1B that showed
that more than 90% of queer players surveyed would both describe their characters
experience, inspired me to base the TTRPG around the idea of character creation but
queering that process somewhat. Characters are developed through the experiences
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we share with them (DeHart, 2008); so why not make that the core premise of the game and
form our knowledge of their identity through such shared experiences (shared fantasies,
if you will) instead of cherry-picking their characteristics from the start? By creating a
character through attempting to control what they and we experience in real-time, could
Fine’s (1983) frames of TTRPGs start to blend, and therefore intentionally harness the
power of liminality—the same type of liminality that queerness exists in—to encourage
identity play and possibly even bleed? These ideas, results, and theories formed the basis for
my TTRPG design.
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6.3
ITERATIONS 0-1
With said basis, intention (to design an authentically queer game) and target
for the game came easily, and with only a few minor edits and changes from the
The TTRPG is called Interwoven; as the title suggests, the premise of the
game lies in the allegorical extended metaphor of weaving and related acts (such
as braiding and sewing). This symbolism was chosen for several reasons: firstly,
the act of weaving has long been associated with the metaphor of the creation
of stories and worlds (Kruger, 2001) and the idea of fate (Bek-Pedersen, 2009),
which fit aptly with the heavy focus of narrative crafting and storytelling in the
TTRPG. Secondly, weaving, textile production, and needlework are all related
areas that have historically been considered feminine (Pristash et al., 2017) and
unimportant woman’s work despite their important role in human cultures (Kruger,
wargames and military simulation games, like many classic TTRPGs are based upon.
This acknowledges the othering that people who are more or less removed from
and associated acts can be linked to the ideas of connections of time (past, present,
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and future) and identity (ancestry, self, and future generations) (Mac Aulay & Waru-Rewiri,
1996).
This allegory acts as the base context for the TTRPG; related terminology (Splices,
Threads, Lengths, etc) inspired and formed the basis for the mechanics of the game, and
this also bled into the different styles of gameplay created as well as the art for the game. I
chose to use such a rich and complex allegory as a key part of the TTRPG due to the success
of Alder’s allegorical games, MH and BS, as well as Alder & St Patrick’s (2013) comments on
…our identities—the way we express those identities, the labels we attach to those
they mean many things at once, they mean many things in different situations or
[anything] to our lives to have mechanics that all have single, concrete pieces of
meaning, that have singular definitions…we can have mechanics and make them
The central premise of the game has remained the same from Iteration 0: originally
designed as a two-player game, the player plays The Frayed, a soul who has lost their
connection (and therefore, all memories) to themselves and physical body, and the other
player plays the GM role, The Needleworker: a mysterious, mystical being who helps The
Frayed. In Iteration 0, this lost connection was due to the character’s untimely and/or
unfair death and the character’s soul searching for the closure or resolution it needed to
move on; however, I quickly became aware that the game was a lot darker than it needed
to be, and also began to lean a little too closely into the “Bury Your Gays” trope in popular
media—a literary trope that usually involves pointlessly killing off one or more queer
85
character’s storyline (Tzikas, 2018). Also known as “Dead Lesbian Syndrome” as the trope
disproportionately affects female characters, this historically served as a way for queer
authors to write about queer characters without appearing to ‘endorse’ the LGBTQIA+
lifestyle and tendencies (Hulan, 2017), however still occurs in many popular forms of media
today, usually by white, cisgender, heterosexual men (Tzikas, 2018). The danger of this
harmful trope, specifically with WLW (women-loving women) characters and audiences, is
that “the message this sends to those individuals struggling with their identities is that WLW
may find happiness, but it is short-lived and perhaps requires a bulletproof vest”
(Waggoner, 2018).
This was the opposite of the message I wanted to inspire with my TTRPG, so between
Iterations 0 and 1, I rewrote the context of the introduction and overall game slightly
to focus on ideas of memory and connection rather than life and death. In Iteration 1,
The Frayed (the player’s character) is a soul that has lost its connection to its physical
body prematurely; it is up to the player to try and repair this connection by sharing and
experiencing different memory fragments with their character, and thus try to work
out what happened in the first place for the connection to split and fray. This is how the
The Silver Cord, after the metaphysical and spiritual concepts. In some texts, the silver cord
(also referred to as the life thread, or the sutratma, in this context) links the physical body
to the higher self (Bailey & Khul, 2012). Alternatively, some believe the silver cord (also
referred to as the astral cord in this context) connects the physical body to the astral body
(Crookall, 1981). The term was first used in Ecclesiastes 12:6-7 in the Tanakh, and translates
as such:
Or ever the silver cord be loosed, or the golden bowl be broken, or the pitcher be
broken at the fountain, or the wheel broken at the cistern. Then shall the dust return
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to the earth as it was: and the spirit shall return unto God who gave it. (Eccl, 12:6-7,
In the context of Interwoven, The Silver Cord draws from the astral projection
definition. I debated including a term with religious contexts (however tenuous) given
the complicated history of queerness and organised religion (see Adamczyk & Pitt, 2009;
Hasbany, 2013; Johnson & Vanderbeck, 2014; among others), however as the game has
nothing to do with religion and more to do with ideas of individual spirituality and identity,
seven different Splices; memory fragments from the character’s life. Splices act as small
slices of life and are determined by the three different Threads (prompt cards) the player
pulls at random for each Splice: Outer Threads determine one or more aspects of the
setting; Inner Threads prompt exploration of a personality trait; and Central Threads
inspire the plot (or part thereof) that takes place during the Splice. In Iteration 0, each
Thread gave a single prompt with no room for alteration, however in Iteration 1, this was
changed to enable a greater range of narrative possibilities: each Outer and Central Thread
contains a prompt that has two options the player can choose between, and each Inner
Thread has three options. Out of the 30 different cards for each type of Thread, 27 contain
different prompts, and 3 cards are blank, allowing players to come up with their own
Threads, associated prompts and options if they wish. Once the player has decided which
exact prompts and options they want to use in their Splice, it begins.
Once each Splice has been played out, the corresponding Central Thread is placed
face-down in front of the player. As the game progresses and more Splices are experienced,
more Central Threads are placed; these form a chain stretching out from the player,
visualising The Silver Cord that the player and character are building and experiencing
together.
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In Iteration 1, I introduced Anchors; cards with broad, archetypal character qualities
that the player chooses from before the Splices begin. These Anchors serve as a base
modicum of context for the player to begin building their character through the Splices
instead of jumping in blind. At the beginning of the game, the player is to place their chosen
Anchor card roughly 7 card lengths away from them; the Central Threads then bridge this
gap over time, connecting the player to the Anchor; The Frayed to their physical body; and
and metaphorical diagram for connecting parts of the self, representing the different
layers of meaning through the very same frames that Fine (1983) identified, and Waskul
& Lust (2004) expanded upon: in the real world, the person ends the game with a trail of
cards connecting them with their character’s personality archetype. In the game world, the
character’s soul is connected by The Silver Cord to its physical body. And around the table,
the player is connected to their character through the Splices played. That is to say: the
person is connected by the Threads, Splices and The Silver Cord the player played with to
the persona/character they were trying to reach (the Anchor). Through these stacked layers
of meaning, not only are the three frames explored but the idea of the liminal space in which
identity play takes place has been materialised in a corporeal format (Figure 6.1).
The idea of linking cards was inspired by Hendros’ (2021) Villagesong, a contained
one-shot TTRPG in which players (who play village leaders) collect ‘Change Cards’ for
events that occur in their village; each card features two lines of song at the bottom, and at
the end of the game, each player reads out the song of their village in chronological order
of the events that occurred in-game. The idea of linking cards and having them symbolise
something other than just their original purpose (in Villagesong and Interwoven’s cases,
generating random events in-game) is an innovative use of a tactile element that adds depth
and layers of meaning to the play experience.
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Figure 6.1
Interwoven’s physical liminality
89
6.4
ITERATIONS 1-2
Iteration 1 was play-tested with one queer player and one GM, The Needleworker
(played by myself). The game was played in full from beginning to end to test if the
game worked (which it did), made sense to the player (which it also did), and to
see what needed improvement. After the conclusion of the game, the participant
…my favourite part of the game was how well the story seemed to flow and
come together, kind of the whole aspect of just being able to fully explore my
character’s life and identity in a way that made sense for the character.
The heavy focus on narrative and storytelling throughout the game seemed
to pay off, as while there was plenty of room for the participant to explore whatever
they wanted to in the game (partially dependent on which Thread cards they ended
up pulling), the narrative aspects, game system and overall structure all worked in
tandem to support each other and helped push the game along. In terms of queer
identity play, plenty of queer characters were introduced without making the game
stereotypical or campy, and while the participant didn’t end up playing and creating
a specifically queer character, they did mention in terms of queer identity play that:
90
…it’s so open with where [Interwoven] could go and the paths you can take to fully
explore queerness or anything you want to explore the identity of your character. It’s
very much geared towards the player being able to go in whatever direction they wish,
Overall, Interwoven ran from beginning to end smoothly, but there were multiple
elements that I iterated and/or added into the game between Iterations 1 and 2.
One minor issue that arose during the first round of play-testing was that while the
participant’s chosen Anchor personality archetype helped give a little context to start with, it
was hard to jump right into role-play without establishing the world that it was taking place
in. We defaulted to the modern world, and while this wasn’t a bad thing, I wanted to bring in
Inspired by Alder & St Patrick’s (2013) ideas of building queer utopia and dystopia
into queer games, I designed and added a section of the game before the Splices begin
dedicated to worldbuilding; 4 sections of 7 questions each ask players to discuss and create
aspects of the world together, including an entire section on queerness and how that’s
perceived in the world. This is the most explicit mention of queerness within the game
itself; all other Threads and such can be interpreted queerly if the players wish (due to some
participants in Objective 1B mentioning they didn’t want queer content “forced” down their
throats, and would much prefer the option to include queer content rather than having to
play it), but only in the worldbuilding section are players asked to consider queerness. This
sets the precedent that Interwoven can (and perhaps should) include queer content in it, but
Another issue that came up was that the participant didn’t mention their character’s
name or pronouns in-game until the fifth Splice was explored, which did hinder the
connection between player and persona a little. To remedy this, another smaller section was
added in which players are encouraged to choose a name and pronouns before the Splices
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begin, although these can change at any time:
Choose a name and some pronouns before the Splices begin. Your name and
pronouns may change if you feel like they don’t fit you at any time without
consequence. Growth and exploration is natural, after all, and we should never be
By specifying that key parts of character identity can change at any time, this begins to
fulfil many queer players’ desires for a TTRPG that is inherently fluid, flexible, and free (as
identified in Objective 1B). In this same vein, the game’s non-linear format also fulfils this
need. Between Iterations 1 and 2, more emphasis was placed on the rules that as each Splice
occurs, the player can switch the Central Threads in their Silver Cord around to try and
This was a deliberate design decision to emulate the non-linear nature of queer
identity; as Alder & St Patrick (2013) and Alder (Kiraly, 2014) mention, queer lives are
not always linear in the same way heteronormative lives are, and so games can be queered
by representing this in some way. Splices occur in Interwoven at different times in the
character’s life and can happen in any order, and the act of rearranging and making sense
of these different memory fragments is key to unlocking the end of the game. This relates to
with my own queer identity was done similarly: by reflecting on key moments in my life
later, sometimes years on, and piecing these different moments together to work out who I
am now. Call it retrospection, hindsight, a ‘lightbulb moment;’ the exact terminology doesn’t
matter, but the act of such a non-linear journey to discovering queerness and identity is
something that many queer people appear to share, and so to represent that in Interwoven
successfully was (and is) important to me.
Additionally, another change that took place due to the play-testing of Iteration 1
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was the ending of the game. As Interwoven is a contained one-shot game that focuses on
character creation, I initially designed the endings so that the player could decide to either
‘merge’ with their character and fully fix their Silver Cord and take them into other games
(hereby using Interwoven as a Session 0 tool), or to let them go. While playing, choosing
between these two endings after the seventh Splice felt a little abrupt, especially as both
endings are pre-written in the same style as the introduction. Therefore, I added in a new
mechanic: Knots.
Knots, as the name suggests, symbolise those Splices that aren’t resolved or come to a
sudden end. While playing the game, these are represented by placing a single Knot counter
on top of the Central Threads in The Silver Cord. Once all Splices have been played through,
the player and The Needleworker must decide which Knot to resolve and play through it
before choosing between the different endings. Not only does this added mechanic bring
the game to a more structured end and adds to the non-linear aspect of the game, but it
also hints at the queer game structure of the fruitful void (Figure 2.4) (Kiraly, 2014; Baker,
2005; Edwards, 2005) as discussed in section 2.5.2. However, in Interwoven, the fruitful
void takes on a new form. Instead of a more cyclical structure that keeps repeating itself
(Figure 6.2), with each Splice and associated mechanics, the structure of the game begins
to spiral downward to focus around the nucleus of the game (Figures 6.3 & 6.4), which is:
why did The Frayed’s Silver Cord break in the first place? While the game never asks this
question in such detail, the mechanics lead the player to first ask and then attempt to answer
this question, which brings the game together and employs another technique to queer the
Figure 6.2
The fruitful
void structure
(profile)
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Figure 6.3
Interwoven’s
fruitful void
Figure 6.4
Interwoven’s
fruitful void
structure
(profile)
94
Finally, after the first round of play-testing, two alternative game modes were
designed and introduced. As previously stated, from Iteration 0 the game was designed for
two players (The Frayed, and The Needleworker (the GM)). During the first complete play-
test, I thought of ways more or fewer players could be introduced, and whether a GM was
necessary.
The first new game mode was designed for solo play; the reasoning for introducing
a solo method was that identity play can often be a very personal exercise, and sometimes
people might not be in the safest space to partake in identity play with others. A solo
method of play allows an individual to play Interwoven as more of a journaling game than
a role-play-based game, with all of the explorative identity elements involved but less of the
plays out similarly to the original game mode but is played through writing journal-style
The second new game mode was designed for two or more players, and the inclusion
of a Needleworker is entirely optional. The game progresses in the same way as the original
game mode, except there are fewer Splices per person and Shared Splices are introduced,
where the Splice focuses on multiple characters instead of just one. Additionally, a new
mechanic is introduced: Red Strings. Inspired by “The Red Thread of Fate” (紅線) from
Chinese folklore (Williams, 1976) and other East Asian narratives (González & Wesseling,
2013), these unbreakable, invisible red threads link people who are pre-destined to be
together, similar to the Western concept of a soulmate. In recent years, Western literature
has used the concept to refer to the process of adoption and related narratives (González
& Wesseling, 2013): “An invisible red thread connects those who are destined to meet,
regardless of time, place, or circumstance. The thread may stretch or tangle, but will never
players’ characters in a myriad of different ways, from lovers to enemies, best friends to
95
family; any strong relationship can be symbolised through these unbreakable Red Strings:
Red Strings connect spiritual bodies to one another; they’re invisible to human eyes
and physical bodies, but that doesn’t mean they’re any less real. […] You may share a
Red String with just one person, or multiple people at the same time; you may all be
linked to each other, or people in your group may only be linked to some. (p. 22)
Red Strings must be negotiated and explored in tandem with each player’s own Silver
Cord, which adds layers of depth and complexity to this otherwise similar game mode.
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6.5
ITERATIONS 2-3
With the above changes made to the game, Iteration 2 was then play-tested with a
group of players. Only the first parts of the game were tested, as the rest of the game
had been played smoothly previously. The main focus of the play-testing session was
(which was held by myself as a facilitator, asking the questions set out in the rules
and prompting discussion from the play-testing participants) took roughly an hour,
but over the course of the session an entirely playable, vivid world was created. The
world was set roughly in the 1980s, in an alternate timeline to the present world
in which New Zealand’s colonisation played out very differently, where Te Tiriti
between British and Māori caused a very different New Zealand to develop over
time. This divergence gave context to many of the other questions asked, specifically
those in the ‘Queerness’ section; the participants decided that there was no such
thing as heteronormativity in the world that was built, and that the pronoun “ia”
(the sole third person pronoun in te reo Māori) was to be the default pronoun used,
as it doesn’t assume gender. This broad cultural context influenced aspects of the
community as well, such as having larger whānau (extended families) and a more
97
After the session, all participants agreed that the world they had built was rich and
full of narrative possibilities, and each of them agreed they could easily see themselves
playing in the world. They also all agreed that they enjoyed the overall worldbuilding process
and that it was refreshing to create the world as a group rather than just relying on a pre-
determined one from a rule book or a GM’s imagination. By sharing in the creation of the
world and building the foundations for a collaborative narrative process from the beginning
of the game, this set a positive precedent for the type of experience that Interwoven aimed
to foster.
One issue that was brought up by some of the participants was that while the
worldbuilding was fun and thorough, it almost felt separated from the rest of the game.
Between Iterations 2 and 3, I altered the worldbuilding section slightly and renamed
the questions so they would be referred to in-game as Fibres; small, tangential pieces of
information that combine and weave together to form the groundwork that The Silver Cord
and all other parts of the game build upon, acting similarly to the Anchors. Re-branding the
worldbuilding section so it had a more obvious connection to the extended metaphor woven
through the rest of the game helped to connect the different parts of the game together.
Apart from this issue, there wasn’t anything else that the participants identified as
needing changing. Re-branding the Fibres was the final step in adjusting and testing the
rules of the game; the rest of the changes from Iteration 2 to the final iteration, 3, were
Before this, however, I wrote a series of interconnected play examples for the
rulebook. In a way, the play examples were one of the ways I personally play-tested the game
to make sure it made sense from beginning to end, and to make sure both the rules and the
tone of the game were properly communicated to readers and players alike. Inspired by
Dragon’s (2021b) play examples in Wanderhome that include casual neopronoun usage and
Alder’s (2012/2017) straight-forward play examples in MH that set the tone for play and
discussion, the play examples in Interwoven form an easy story of their own to follow along
98
with so that playing the game is even easier.
fashioned crossover of traditional tarot card design, vintage illustrations and antique
weaving diagrams, with all the different elements merging to create a strong visual
metaphor that supported the rules and text of the game. As I began designing, however, I
realised that this visual aesthetic was beginning to date the game (Figure 6.5)—something
I was trying to avoid for a multitude of reasons: firstly, so that the target demographic of
teenagers and young adults would be attracted to the game; and secondly, so the game
stayed clear of the visual connotations surrounding older TTRPGs and other games that
have historically excluded (if not ridiculed) players outside of the white, heterosexual,
Figure 6.5
Initial Thread
card design
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Thus I opted to discard that visual aesthetic entirely and attempted a more modern
style of design that many traditional TTRPGs seem to be wary of embracing. Inspired by
interestingly visually designed games such as the grungy horror graphic design of Nilsson &
Nohr’s (2020) MÖRK BORG, the soft and gentle design of Hendro & Gordon’s (2018/2021)
OMSL, and the sweetly-illustrated yet accessible design of Dragon’s (2021b) Wanderhome—
all of which notably veer away from traditional TTRPG design—I wanted to make sure
The illustrations take inspiration from modern astrology diagrams and continuous
line drawings, hereby referencing back to the allegory of weaving and associated acts that
Interwoven is based around. Queer and intersectional characters are portrayed in some
illustrations (Figure 6.7), and weaving- and sewing-related paraphernalia are depicted in
others (Figure 6.6). This imagery is consistent throughout the rulebook and helps to support
the allegorical nature of the game. Other parts of the game, such as the cover of the rulebook
(Figure 6.8) and both sides of the Thread cards (Figure 6.9), draw more heavily on the
aforementioned modern astrology diagrams and geometric shapes inspired by modern tarot
cards and oracle decks, subtly referencing the ideas of fate and spirituality that are present
in Interwoven.
Figure 6.6
Interwoven
related
paraphernalia
illustration
100
Figure 6.7
Interwoven character illustration
101
Figure 6.8
Interwoven front cover
102
Figure 6.9
Interwoven
Central
Thread card
front & back
the rules were as easy to understand and read as possible, I divided the rules into smaller
sections and sub-headings so that each small mechanic or rule of the game could occupy
its own page/s, accompanied by blank space (often partially occupied by swooping semi-
continuous line illustrations) to make sure the sheer volume of text isn’t overwhelming
for readers. Clean and clear typefaces were chosen (titles in LAFOGLE, text in Khmer MN
Regular/Bold, and play example text in Minion Variable Concept Medium/Medium Italic)
throughout the book and make navigating and understanding the rules easier, four types
of pages were designed using a combination of colour and typography (Figure 6.10 & 6.11).
Section headings in dark navy with large type in cream were used sparingly to separate and
signify different sections of the rules; cream pages with dark navy text make up the majority
of the book and contain the rules to play; light blue pages with dark navy text in italics signal
play examples and separate them from the rules; and finally, light green pages with dark
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Figure 6.10
Interwoven spread 1, play example page & section heading page
Figure 6.11
Interwoven spread 2, regular rule page & Thimble page
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navy text (again, used sparingly) notify readers of the game’s safety tools, named Thimbles.
The use of light green was deliberate for a multitude of reasons: firstly, the book
design was almost solely in dark navy, blue, white, and cream tones, which—while
an accent colour to break the colour scheme up slightly and provide a break for the reader’s
eyes. Secondly, the safety tools are an irrevocably important part of the game, and so they
needed to be differentiated from all other content easily and quickly. Finally, I wanted the
safety tools to be seen as important but not scary or intimidating, especially to players who
may need to use them; drawing from traditional colour theory and symbolism (Feisner,
2006) by using a soft green instead of a more stereotypical red or orange, the colour would
make the tools appear more approachable through feelings of peace and calmness.
This bled through to the card designs as well; along with the different Thread,
Anchor, and Offcut (NPC) cards, two double-sided safety cards were designed (Figure 6.12);
an X-card, inspired by John Stavropoulos (2013), that players can touch at any time to
temporarily stop the game and/or indicate any content they’re not comfortable with; and
a pause card, inspired by Beau Jágr Sheldon (2013), which players can touch at any time
to temporarily pause the game for any reason. To refer back to the Thimbles as outlined
in the rulebook, the two safety cards are the same shade of light green (and are the only
cards in this colour) to signify their importance yet approachability. Designing the game to
actively include safety tools as an active part of play instead of just mentioning them as an
afterthought was one of my primary objectives, to ensure that Interwoven curates a safe
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Figure 6.12
Interwoven Thimble safety cards front & back
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CHAPTER 7:
DISCUSSION
107
7.1
DISCUSSION
identity, and sought to answer the question: how may a TTRPG be designed to allow
queer players to undertake exploration and forge a better understanding of their own
and connect related concepts such as: identity play (Ibarra & Petriglieri, 2010);
frame analysis (Fine, 1983; Goffman, 1974; Waskul & Lust, 2004); self-discrepancy
theory (Higgins, 1987; Wright, 2006); possible selves (Lancaster, 1997; Markus &
Nurius, 1986); and liminality (Huizinga, 1949; Salen & Zimmerman, 2003; Turner,
1967; van Gennep, 1908; Winnicott, 1971) to queer players and queer TTRPG
design (Kiraly, 2014; Alder & St Patrick, 2013; Berge, 2021; Dragon, 2021c; Ruberg,
as D&D (Long, 2016; Nephew, 2006; Pinkston, 2019; Schröder, 2008; Shepherd,
2021; Sihvonen & Stenros, 2018; Stang & Trammell, 2020) and how there is both
a market and demand for queer TTRPGs (Trygstad, 2019). This was then proven
by undertaking a survey of 331 queer TTRPG players and both quantitively and
qualitatively analysing the results using thematic coding to address Objective 1B: the
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results validate the need and worth of a queer TTRPG that encourages players to explore
facets of queer identity (gender identity, gender expression, sexuality, etc.) through wider
narrative possibilities.
Said results also helped to inform the iterative TTRPG design involved in addressing
Objective 2A. By identifying what was most important to the queer players surveyed
(mechanics, authenticity, fluidity, safety, play environment and tone, diversity, narrative,
and character) and combining these priorities with inherently queer game structures (Baker,
2005; Berge, 2021; Dragon, 2021c; Edwards, 2005; Ruberg, 2020), mechanics (Kiraly,
2014; Alder & St Patrick, 2013) and tools (Sheldon, 2013; Stavropoulos, 2013), the TTRPG
Interwoven was designed and iterated upon to help aid queer players with identity play and
exploration in a safe yet fun and relaxed environment. Objectives 2A and 2B were addressed
in tandem as the results from the play-testing carried out with participants helped to iterate
Objective 2B’s play-testing results showed that Interwoven carries a great amount
of potential for queer identity play for queer and questioning players, particularly due
to: the form of character creation and world-building processes undertaken in-game; the
range of narrative possibilites the player/s can explore without altering the game system
or mechanics; and the accessibility and clarity of the game’s visual design in terms of
communicating the rules and style of play. Therefore this research answers the research
question by demonstrating different components of queer design and how they can be
By combining aspects of game design theory (Bowman, 2010; Fine, 1983; Waskul
& Lust, 2004), role theory (Biddle, 1986; Burke, 2013; Gecas, 1982; Goffman, 1959; Leary
& Kowalski, 1990; Thoits, 1995), self-discrepancy theory (Higgins, 1987; Wright, 2006),
and frame analysis (Glaser & Strauss, 1964; Goffman, 1974), I have not only visualised the
liminal space that identity play takes place in during TTRPGs (DeHart, 2008; Osborne,
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2012) (see Figure 2.3), but have also expressed it both metaphorically and physically
through the game design of Interwoven (see Figure 6.1). By identifying, expressing, and
purposefully harnessing the use of such liminality (as a space where anything is possible
without consequence yet everything feels real, despite real-world limitations) (Huizinga,
1949; Ibarra & Petriglieri, 2010; Salen & Zimmerman, 2003; Winnicott, 1971), the same
overlapping area that queerness exists in (Harper et al., 2018; Ruberg & Ruelos, 2020;
Sedgwick, 1994), Interwoven acts as a medium that unites player and persona, player
and person, and person and persona simultaneously, thus encouraging the exploration
of possible and Ideal selves (DeHart, 2008; Osborne, 2012; Reta, 2020) and creating the
opportunity for bleed to occur (Boss, 2007; Bowman, 2013; Montola, 2010). In summary,
I have shown how such concepts can be united and expressed both physically and
metaphorically through a tangible format like a TTRPG, and in doing so have additionally
queered the game, system, and mechanics with overlapping measures of meaning (Alder &
St Patrick, 2013), demonstrating the great potential that TTRPGs have for not only queer
identity play but secondarily in expressing theories beyond the game itself.
Overall, this research for and through design (Downton, 2003; Stappers & Giaccardi,
2017; Zimmerman et al., 2010) culminated in new figures and findings related to queer
players, TTRPGs, and their preferences; new visualisations of existing concepts and
theories; and a new and unqiue TTRPG (Interwoven) that consists of a new game system
and related mechanics. This research was undertaken through a design lens (which began, in
places, to branch out into queer theory, gender studies, and game studies), which is part of
what makes this research valuable and unique, contributing to the growing area of literature
surrounding queer TTRPGs, game design, and identity play via TTRPGs.
there were 331 unique and applicable survey participants who completed the anonymous
internet survey distributed in October 2021. Such a wide range of participants, and therefore
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opinions, resulted in a much larger pool of answers than initially expected. This meant
that quantitative demographic data recieved and analysed was more representative of the
general demographic of queer TTRPG players overall as opposed to a smaller sample size,
and that there were far more themes and sub-categories to identify in the qualitative data
via thematic coding. By gaining rich data from so many queer players, the survey and results
showcase a more accurate viewpoint of what queer players look for and enjoy in TTRPGs,
This helped to authentically and accurately design a queer TTRPG in Objectives 2A and 2B
mentioned, the survey was advertised in a number of New Zealand-based (and one
Australian) Facebook TTRPG groups. While there were some overseas participants, this
meant that a large amount of data came from New Zealand participants (63.44% (n=210)
identified as Pākehā New Zealand European, and 8.46% (n=28) as Māori, totalling in at
compared to the proposed percentage of New Zealand TTRPG players worldwide (while
worldwide demographics for TTRPGs are near impossible to source, a survey study of 1006
TTRPG players by DND Research in 2020 found 69.88% (n=703) of participants were
from North America, whereas only 5.07% (n=51) were from Oceania, and 0.70% (n=7) from
New Zealand specifically; however this study didn’t focus on queer players). Even given the
large sample size of participants, the sample size was still biased in some aspects due to
geographical location and associated differences, and therefore isn’t entirely representative
Additionally, due to the sheer size of qualitative data that had to be thematically coded
and analysed, this took far more time than I had budgeted for while researching. Analysing
the data took several months, therefore taking up time I had originally planned for Aim 2’s
objectives: further play-testing and iterative design of the TTRPG. This, combined with the
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ongoing difficulties caused by COVID-19 in New Zealand during this time period (November
2021 to June 2022), resulted in less play-testing than desired, which did limit the results of
whether Interwoven did result in identity exploration for queer participants. While play-
testing participants identified the possibility for queer identity play and exploration, this was
Despite these limitations, this research has still researched and developed related
theories and concepts, explored and demonstrated the importance of queer TTRPGs and
identity play, and has examined ways that TTRPGs can be queered from conception.
players that is more representative of queer TTRPG players worldwide to see if there are any
differences in what queer players value and enjoy in queer TTRPGs, and their experiences
with identity play and related areas. This could involve different methods of survey
distribution and sampling to cast a wider yet more accurate net representative of a broader
younger participants, and advertising to players who may not be involved with Facebook
questions in the survey and including more matrix-style statement questions would help to
streamline the data and make analysing such data a much quicker, easier process.
Extensions of this research could and should focus on testing queer identity play
and exploration through TTRPGs; possibly looking at the differences between more classic,
heteronormative games versus queer games, and how the difference in game design affects
the ability to explore identity. Other extensions could look at identifying and exploring other
facets of queer TTRPG design (as well as queer game design in general), different types of
identity play, and different ways in which deliberately designed liminal space can affect and
influence game play. Ideally, these extensions would be through a design-focused lens, but it
would also be worthwhile to extend these areas of research through other applicable lenses
112
and contexts (such as queer theory, gender studies, feminist lens etc.) to see what other
In terms of my own research, I will continue testing and developing Interwoven and
explore options for possible commercialisation of the game once further play-testing occurs.
7.1.4 Applications
The theories and results found from this research have many possible applications, from
being used foundationally in future research and studies to inspiring queer game designers
about ways to design queer TTRPGs (and possibly other types of games). Additionally, it has
generated a wide breadth of quantitative and qualitative data from queer TTRPG players
The value of this research and its possible future real world applications lies in the
players that play and make use of queer games. By demonstrating the possible market and
need for inherently, mechanically queer TTRPGs (especially those designed around the idea
of encouraging identity play and narrative possibility), hopefully more queer game designers
and publishers will create, publish and produce more queer TTRPGs, adding to the
flourishing collection that has begun to sprout up over the past ten years and pushing queer
games further into the mainstream market to appeal to everybody, not just queer players.
We’ve played straight games for so long—let’s (or at least have the option to) play something
113
7.2
CONCLUSION
This research aimed to explore the ways in which queer identity, identity play,
and TTRPG design intersect and how these intersections (along with other ideas,
concepts and theories) can be leveraged to design a queer TTRPG that encourages
queer identity play and exploration. By researching these ideas in depth, collecting
and analysing mixed methods data on queer players and their experiences with
TTRPGs, designing a queer TTRPG using queer game design components and then
this research arrived at the conclusion that yes, not only is queer identity play
possible to encourage and deliberately design for, but should be designed for, given
the discovered possible market for it: 90.03% (n=222) of participants agreed there
should be more of such games, and 86.06% (n=284) of participants would play such
a game.
Carrying out this research emphasised how, even given the TTRPG industry’s
short history, players who don’t identify with or fit into the hegemonic and
heteronormative idea of masculinity have rarely been represented nor invited to play
such games (especially D&D) until much more recently. Personally, this highlighted
to me just how much heteronormativity and masculinity sways not only popular
culture but society in general, and has made me even more determined to challenge
114
everyone with an open mind a seat at the table regardless of their intersectional identities, I
hope to continue designing queer games and carrying out queer research unapologetically.
We are here, we always have been, we always will be, and we’re not going anywhere.
115
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APPENDIX A
133
134
135
136
137
138
139
140
141
142
143
APPENDIX B
Figure B.01
Participant age responses
144
Figure B.02
Participant LGBTQIA+ identification responses
Figure B.03
Participant experience with any TTRPG responses
145
Figure B.04
Participant ethnicity responses
146
Figure B.05
Participant gender identity responses
Q4 - Have you ever played (either as a PC or a GM) a TTRPG that had queer
themes as part of its central plot/premise?
Figure B.06
Participant experience with queer TTRPGs responses
147
148
Number of times mentioned
0
5
10
15
20
25
30
35
Dungeons & Dragons (al l editio ns, inclu des h omeb rewed)
40 37
Mons terhearts
23
9
Thir sty Sword Les bians
Dream As kew
Figure B.07
77
Wo rld o f Darknes s (i ncl udes VtM)
Fiasco
Sleepaway
Wand erhome
Al ice is Mi ssi ng
Bl ue Ro se
Dread
Crucib le
Masks
Mobi le Frame Zero: Fi rebrands
Pathfind er
Prepari ng for P ar is
Queerz !
The Qu iet Year
The W atch
333222222222222
Yazebas Bed and Br eakfast
Acros s Thi s W asteland Wi th You
Ag ents of HUE
Ar changel Dati ng Simul ato r
Basi c Witches
TTRPG Title
For th e Honour
Grand Gui gnol
Kid s o n Bro oms
Lich craft
LOGAN: An Autob iographi cal Tab letop Game
Mons ter of the Week
MÖRK BORG
Nobi lis
NO LOVE'S LAND
Numenera
Pyris cence
Ryuutama: Natural Fantasy R olepl ay
Queer Tabletop Role-Playing Games Mentioned
Starcro ssed
The Strange
The Deep Fo rest
Q5 - [Continuing on from the last question,] If yes, please list which one/s.
#iHunt
8
Maybe
11%
No
26%
Yes
62%
Don't know
1%
Figure B.08
Queer identity exploration during TTRPG play responses
149
Figure B.09
Preference on playing queer-focused TTRPGs responses
Figure B.10
More queer-focused TTRPGs needed responses
150
Figure B.11
More queer identity exploration TTRPGs needed responses
Figure B.12
Playing queer identity exploration TTRPGs responses
151
Figure B.13
Preference on playing with all-queer characters responses
Figure B.14
Preference on playing with all-queer players responses
152
Figure B.15
Character creation importance responses
Figure B.16
Character relatability responses
153
Figure B.17
Character wish-fulfilment/ideal self responses
Figure B.18
Character gender identity exploration responses
154
Figure B.19
Character gender expression exploration responses
Figure B.20
Character sexuality exploration responses
155
Figure B.21
Self-conception changed via character responses
Figure B.22
Character bleed responses
156
Figure B.23
Character importance responses
157
APPENDIX C
158