While we here at Never Say Dice try to bring you our own creations every week, be they on storytelling, video games, tabletop games, or any number of other nerdly topics, we thought it'd be good to talk to some other creators so you, dear readers, can hear from others right here on our blog. We haven’t included an interview since our popular MDRF posts, and thought now would be the perfect time to start including them again. One creator I’ve personally backed in the past has developed a risqué game series called Lewd Dungeon Adventures: An Adult Tabletop Role-Playing Game for Couples. So this week, here at Never Say Dice you’ll get some background on that series from the creator herself, Phoenix Gray. - A
We should point out that, like the game itself, this conversation will involve sexual topics, so if the subject of sex and gaming (in this case, both in-universe and among the participants themselves) doesn't interest you, you may want to move on to another post. I've been interested in the history of intimate games for a while, as they seem to represent an entire, self-contained microcosm of the hobby, mostly with the intention of encouraging out-of-game exploration and interaction. And, as we all know, the relationship between player, character, and game is a long-standing fixation of mine, so I was excited to talk to someone trying to break down the barriers we all take for granted between those three things. - B
B: Intimate games, by which I mean published games directing participants to engage in intimate, IRL activities with and for each other, seem to have a history paralleling that of tabletop RPGs: a few small titles in the 70s, a big spurt (pun intended) during the 80s and early 90s, a fallback when publishing costs skyrocketed, and a major renaissance with the advent of internet self-publishing. Nevertheless, it seems like Lewd Dungeon Adventures is one of the first (published) attempts to combine the intimate game concept with a complete RPG system. What inspired you to bring these two types of game together? When one format is based around largely imagined activity and the other centers on participants’ physical actions, how did you go about building a system that meets the needs of both?
PG: The idea came about because I was in a relationship with someone who did not like TTRPGs. He did, however, love sex and was on the kinky side. I figured that by combining the two, I could get what I wanted while he could also get what he wanted. Building the system was fairly easy. Expanding it to encompass a variety of different relationship dynamics, while also making it diverse enough to have replay value outside of the bedroom, was a bit more challenging.
B: Who did you make this game for? Can you describe your ideal players? How would you go about pitching the game to players who might be into the idea, but are skeptical?
PG: I initially created the game specifically for my ex-fiancé. It was originally designed for heterosexual couples but was expanded for multi-partner relationships once I decided to take it to retail. In its current state, Lewd Dungeon Adventures is ideal for any relationship dynamic. The game is designed to be as sexually intense or light as players want. There are three modes the game can be played in, and they can be switched mid-game to account for refractory periods or if a couple just isn’t comfortable with a specific act in the game.
A: You’ve had a few successful crowdfunded projects so far, what has been your favorite project and why?
PG: Though it was definitely the second most stressful crowdfunding campaign, I think the first will always be my favorite because that’s how I knew the game had market value.
B: One of the major draws of intimate games is that they offload decision-making to a third party, which can take the form of dice, cards, a gamebook, an app, and so on. This helps to not only break the monotony of standard routine, but also offers an “out” for someone who might otherwise be afraid to ask for what they want. RPGs, on the other hand, are much more “hands-on” in terms of outcomes, even when dice or other randomizers are added. What are some ways participants can keep from falling into their established patterns when they roll “Deity’s Choice” or “Hero’s Choice?”
PG: I think there’s definitely enough variation throughout the game to get players out of their comfort zones. The “Deity’s Choice” and “Hero’s Choice” options are designed to be a safe space so that players, while trying out all the new things in the game, will also have the option to do the things they already know they love and enjoy.
A: What has been the biggest challenge writing adult content for tabletop games?
PG: Writing it has been easy. I was a romance and erotica author for eight years. Getting the game manufactured and distributed has been the biggest challenge. Because it’s an adult game, there are many things we just can’t do due to the social stigma surrounding sex. For instance, the game cannot be manufactured in China, where the vast majority of games are made, which has significantly increased manufacturing costs. We have also struggled to get the game on VTT. Roll20 does not currently allow adult content. Alchemy said they would convert the game and then completely dropped contact. It is definitely difficult to give fans what they want when we face resistance every step of the way.B: Given the nature of this game, one can expect Lewd Dungeon Adventures to be played in the context of an established relationship with recognized boundaries. While many modern RPG safety tools like the X-Card are designed for socially-oriented groups that may include strangers, could any of these be adapted to fit Lewd Dungeon Adventure’s unique playstyle? How might these apply to players who are in newer relationships and still learning each other’s boundaries and preferences, or are attempting to incorporate the game into a mutual trust space like a play party or kink event?
PG: The Core Rulebook actually has sections about lines and veils and the open-door policy. I believe there is also an RPG Consent Form (not made by us) that players have used in the past before running a game of Lewd Dungeon Adventures with those they might not be familiar with.
Lines and Veils are safety tools used in tabletop role-playing games to create boundaries and ensure player comfort. Lines are hard limits. These are topics or themes that players agree will not be included in the game at all.
Veils are softer boundaries. These are topics that can exist in the game world but will be "veiled," meaning they won't be described in detail or will occur off-screen.
The Open-Door Policy allows players to leave the game at any time if they feel uncomfortable or need a break. It ensures that participation is always voluntary and prioritizes player well-being over gameplay.
A: Can you tell us a bit about any upcoming projects you have?
PG: Our plan is to release at least three new modules or campaign books per year for the foreseeable future.
The Kickstarter for the next Lewd Dungeon Adventures campaign book, "Cirque de Baise," is currently live and has already blown away its original goal. Check it out if you like circuses, "getting the band back together" stories, and, of course, goofy pun names and sex jokes.
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