“…In addressing Objective 1A, a literature and precedent review helped to define 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, 2020). I additionally demonstrated the exclusionary past of classic TTRPGs such 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 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.)…”