EPISODE 30: CO-CREATION THROUGH TABLETOP ROLE-PLAY

Episode 30: Co-Creation Through Tabletop Role-Play | 16 June 2026

Stephen and Trent discuss their experiences with tabletop role-playing games (TTRPGs) to catalog affordances for collaboration, reflection, and creative writing, including:

  • Similarities and differences between digital and analog role-play;

  • The inherent limitations of computer programming versus imagination;

  • How “Satanic Panic” influenced sociocultural and political perceptions of role-play;

  • Role-play as a vital tool for exerting autonomy;

  • Vygotsky’s social constructivist framework for enculturation through play;

  • TTRPGs as “safe to fail” environments for exploring complex, challenging, or antisocial ideas;

  • Eschewing “crunchy” combat-heavy mechanics in favor of narrative-driven play;

  • “Prosumerism” and the act of creation versus passive consumption;

  • Incorporating “yes and” improv techniques throughout collaborative role-play;

  • Using character backgrounds and narrative beats to teach perspective-taking and story structure;

  • The “intentional spring” model for inducing goal adoption and negotiating meaning;

  • Transferring practical life skills out of collaborative TTRPG environments;

  • Becoming a “guide on the side” for more effective teaching and dungeon mastering;

  • Implementing safety tools and encouraging socially diverse expressions of play; and

  • Leveraging collaborative role-play to deconstruct lived reality.

Episode References:

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  • Blume, B. & Gygax, E. (1979). Boot hill: Wild west role-playing game (2nd ed.). TSR.

  • TSR, Inc. (1982). Star frontiers: Alpha dawn (1st ed.). TSR.

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  • Bethesda Game Studios. (2008). Fallout 3 [Video game]. Bethesda Softworks.

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  • Fine, G. A. (1983). Shared fantasy: Role-playing games as social worlds. University of Chicago Press.

  • Alder, A. & Rosenbaum, B. (2018). Dream askew; Dream apart. Buried Without Ceremony.

  • Shaw, R. E., Kadar, E., Sim, M., & Repperger, D. W. (1992). The intentional spring: A strategy for modeling systems that learn to perform intentional acts. Journal of Motor Behavior, 24(1), 3–28. https://doi.org/10.1080/00222895.1992.9941598

  • Slota, S. T. (2014). Project TECHNOLOGIA: A game-based approach to understanding situated intentionality. Doctoral Dissertations. 638. https://digitalcommons.lib.uconn.edu/dissertations/638

  • Sagan, C. (1995). The demon-haunted world: Science as a candle in the dark. Ballantine Books.

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  • Cognition and Technology Group at Vanderbilt. (1992). The Jasper Series as an Example of Anchored Instruction: Theory, Program Description, and Assessment Data. Educational Psychologist, 27(3), 291–315. https://doi.org/10.1207/s15326985ep2703_3

  • Slota, S. T. & Young, M. F. (2017). The inevitability of epic fail: Exploding the castle with situated learning. In Young, M. F. & Slota, S. T. (Eds.) Exploding the Castle: Rethinking How Video Games & Game Mechanics Can Shape the Future of Education. Charlotte, NC: Information Age Publishing.

  • Parsons, K. (Director). (2026). Backrooms [Film]. A24; North Road Films.

  • Parsons, K. [Kane Pixels]. (2022, January 7). The Backrooms (Found Footage) [Video]. YouTube. https://www.youtube.com/watch?v=H4dGpz6cnHo

  • Pillow Castle Games. (2019). Superliminal [Video game]. Pillow Castle Games.

  • Valve. (2007). Portal (Version 1.0.0) [Video game]. Valve.

  • Galactic Cafe. (2013). The Stanley Parable (Version 1.0) [Video game]. Galactic Cafe.

The Worldbuilding Workshop Podcast | Episode 30: Co-Creation Through Tabletop Role-Play
Stephen Slota & Trent Hergenrader
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EPISODE 29: GEN AI IN EDUCATION WITH MICHAEL YOUNG