Hi Gabriel, thanks so much for chatting today. Why don’t you start by introducing yourself and your background in roleplaying games?
Sure. I’ve loved roleplaying games since I was a kid, maybe ten or twelve years old. My first experience was with a Brazilian system called 3D&T. There were a couple of games like World of Darkness that were available too.
After a break, I eventually got into D&D 5e. I enjoyed it for a while, but I became disillusioned for various reasons. Especially issues with representation. I got involved with communities such as Three Black Halflings. At some point I just realised that D&D was a corporate product that would never actually be any good. It was fundamentally flawed, and couldn’t be fixed, because the people making the money didn’t care.
Then I discovered Wanderhome by Jay Dragon, which uses the Belonging Outside Belonging design approach. That’s a token-based system, that allows for collaborative storytelling without relying on constant dice rolls. Dungeons & Dragons really sets the tone for what many people think roleplaying games can be, but Wanderhome showed me that roleplaying games could be something entirely unique — not just another battle simulator, or game of colonizer make-believe. The community was part of that as well, such as the Wanderhome unofficial Discord (kisses and hugs, if you are reading this!).
So Wanderhome became a way for me to explore more games, and eventually get into game design myself. My first reaction was to go to almost the polar opposite of D&D. Even designing Roots & Flowers, and getting into Solarpunk, was kind of a rebound from D&D. “Let me get this shit out of my system!” Since then I’ve drifted in a few different directions. Now it’s more of a personal, mindful effort to create things I enjoy.
Brilliant, thanks! I want to get into your game design work soon. I enjoyed the recent Game Master Monday actual play of Roots & Flowers. But first, can we talk a bit more about D&D’s issues with representation?
You know, these games often involve stories of venturing into perilous wilderness and grabbing everything you find. It’s a structure that can perpetuate colonialist attitudes. You just take up your weapons, go into someone else’s house, tear shit down, kill everybody, pick up relics and stuff. Then you come back, call everybody you just killed ‘monsters,’ and call it a day. Then the cycle begins again.
Of course Wizards of the Coast will say, “We can improve this, we can fix it.” No, you can’t. It is the core premise of your game. You may be able to make it more and more palatable to certain sensibilities, but it will fundamentally be the same thing. At the end of the day, it’s just about D&D making money, and Hasbro shareholders lining their pockets. It’s for the benefit of a couple white billionaires somewhere. You’ve got to trash it.
You’ve got to trash it, and make something new. You can’t fix it.
Continue reading “We can play more than fantasy cops: An interview with Gabriel Caetano”






