I’ve often said that my biggest gap in my gaming experience is that I’ve still never played a single TTRPG. I’ve never played Dungeons & Dragons, or any of the many other role playing games that keep coming across my attention (mostly thanks to Mark over at the Omnigamers Club Podcast). I’ve even barely touched games based on the D&D system like Neverwinter Nights or Baulders Gate, it’s just a complete blindspot in my gaming history. So when Roll Player, designed by Keith Matejka and published by Thunderworks Games in 2016 is pitched as a whole board game based around the experience of creating a character for a TTRPG, it doesn’t exactly excite me. What does excite me is that in the (nearly) decade since Roll Player came out, it’s spawned its own universe that many of Thunderworks Games have been set in ever since (Cartographers and Stonespire Architects are the ones that come to mind).
In Roll Player, players are crafting a character. The whole experience starts with each player taking a character board, dictating their race, giving them a +2 bonuses in one stat, and a -2 in another. Then, you’re dealt a class, which includes some attribute goals to work towards, a background which gives you a loose blueprint on where certain colours of dice should go in your attribute rows, and an alignment goal. None of these you really get to choose, you just get to play with the cards that life dealt you. A quick seed round in which all players pull handfuls of dice to roll and place, then the game can properly begin.

Each round, the start player rolls dice, one more than the number of players at the table, and arranges them on initiative cards, from lowest to highest. Then, the first player drafts a die, taking the initiate card into their control. They place the die into one of their attribute rows, and takes the corresponding attribute action, which generally will let you modify a die. Either flipping it, swapping it with another one, or bumping the pip value up or down once.
The rest of the table follows suit, drafting a die and an initiative card, then, in initiative card order, each player can buy one card from the market. The market cards include traits, skills, weapons, and armour that will give you special abilities, end game scoring objectives, or even just straight points. Once the market phase is over, you clean up, pass the dice bag to the left, and do it again, until all the empty slots on your player board are full. Highest score is the winner.
I strangely remember Roll Player being quite popular when it came out. Some people proclaiming that creating a character is the best part of a D&D campaign, and how awesome it is that a dice game captures that feeling. I always thought that was more of a scathing indictment of D&D as a game than a compliment for Roll Player, but then again, I am an RPG luddite, so what do I know?

Roll Player feels fairly devoid of agency. You’ll roll the dice, pick the best option, and hope for the best. There’s about 5 different places to earn points from, each one pulling you in a different direction. Sometimes you’ll be holding out for a blue 4 to put into a specific spot, but if it never comes up, there are ways to manipulate your tableau of dice to make things work. As the game comes to a close, your options close up as well. Placing a 3rd die into any attribute row locks it up, shutting you out from that attribute action for the rest of the game. In the last few rounds, it’s not uncommon to only have one or two rows that have empty spaces, making the choices available to you dramatically smaller than what you were presented with at the start of the game.
You’ll buy cards almost every round, provided you have the coins to do so. They’ll give you a small action or ability, but nothing so earth-shattering that it’ll really affect your round. There also isn’t really a great sense of progression or growth, the first round largely feels the same as the last round, except often worse, because in the last round you’re totally hemmed in, stuck with the consequences of all your decisions up to that point.
The only interaction in Roll Player is hate drafting. Each armour sets offers a single bonus point to two different class colours, so if an opponent is playing one of those colours, you’ll compete for the armour set and that’s about it. If you happen to need the same colour or number as another player and take it before they do, it’s just happenstance. There’s no thrill to Roll Player, no excitement. Sometimes you’ll feel a spark of delight when you manage to get one of your attribute rows to the perfect number, but that’s about the extent of it.

Speaking of the attribute goals, they’re pretty mundane goals to strive towards, but they slant the value of dice to needing higher numbers fairly dramatically. The lowest attribute goal is 14, and with only 3 dice to hit that, you’ll need to be placing a lot of 6’s to reach all your goals. Of course, you’re not going to achieve every goal, you’ll need to have a dump stat. But beyond hitting those attribute goals, a few other cards will reward you for having under 8 in a stat, or having all the same number in a row. If you don’t grab those cards though, any number less than a 4 is pretty pointless.
The entire time I was playing Roll Player, I was wishing I was playing Sagrada. At first glance, Sagrada should have a lot of the same complaints as Roll Player. Featuring a shrinking decision space and the only interaction being hate drafting, but Sagrada is a joy to play. The number and colour restrictions are fun to work around, and Sagrada finishes much faster than Roll Player does. Not to mention the beautiful translucent dice and stained glass artwork is so much prettier than the muddy, generic fantasy artwork featured in Roll Player.
Honestly, it’s weird for a game to fall so flatly for me. I’m usually a pretty good judge of what I’ll like, and if a game doesn’t appeal to me, it doesn’t get played (and therefore, doesn’t get reviewed). I’ve played Roll Player a few times now, and I’m not seeing the spark that makes anyone love it. Perhaps an expansion really improves the experience, but Roll Player won’t be sticking around my collection for me to find out. From now on, any game in the “Roll Player universe” is going to be from the “Cartographers Universe” instead.
I’m going to play “Roll Player” for the first time tomorrow…my friend has all the expansions, maybe I should tell him to pick a few to add to the game to spice it up since I’m already pretty comfortable with the basic mechanics of drafting.
Absolutely add some expansions! Let me know how you like it with the added modules!