TRPG Fitness and Kickboxing
TRPG Fitness and Kickboxing
At FitQuest, we turn your D&D session into a workout!
You'll stay connected, stay engaged, and have fun while you learn about bodyweight calisthenics and martial arts.
Join a FitQuest D&D Party and add +1 to your Dexterity, Strength, and Constitution!
Overview
FitQuest combines the creative power of tabletop role-playing games like Dungeons & Dragons with fitness coaching and social support.
While offering a unique combination of experience and expertise in exercise and martial arts instruction and gaming, FitQuest also provides a safe space to play with others in a culture that promotes scientifically backed approaches to mental and physical health.
This approach maximizes benefits so you and your party members will have fun, build meaningful relationships, get a great workout, and develop bodyweight skill on many levels.
FitQuest can be offered virtually or in person and is can be customized to each participant's goals and situation.
Why
It is just as, if not more, important to maintain positive social encouragement, connection, relationships, and creative collaboration when sustaining an active lifestyle.
Playing a collaborative storytelling game (especially when facilitated by an expert fitness game master) naturally facilitates these group dynamics in a context that is fun and conducive to learning and cultivating exercise technique and discipline.
Goals & Outcomes
When players blend gaming and fitness in a cooperative setting, they build positive associations with exercise that can transform their relationship with body movement.
At its simplest, this is a great way to be social, build connections, and breath creativity and ownership into their exercise experience.
Improvements in motivation arise naturally through having fun together, while collaborative storytelling adds meaning to the experience.
Players
4-6 is ideal per session.
The suggested age for FitQuest is sixteen and up, though the system we use to adapt TRPGs to fitness exercises does work very well with younger groups as well.
Sessions for these age groups can be organized upon request.
Experience in role-playing games is not necessary, though it is encouraged that participants dive in and spend time actively learning the system being played.
FitQuest does require that participants have access to an area where they can move freely, in front of a computer with a good internet connection, microphone, and camera.
All ranges of fitness are welcome and many modifications are available for each exercise.
FitQuest is an inclusive community that welcomes diversity.
A diverse party is a strong party!
Format
Discord and gaming sites like Roll20 are perfect for creating an environment that is fun and naturally builds relationships through virtual means.
Group chats on Discord can be used to facilitate communication between sessions and provide tools for collaboration alongside the game. FitQuest Facilitators are intentional about creating group environments using video chat and other virtual tools.
The FitQuest Discord Server has in-depth engagement features including the ability to level up for adding to the conversation.
Leveling up unlocks new features, perks, and areas in the chat environment.
During FitQuest online D&D and Fitness sessions, players will use The FQ Ability Check System to convert dice rolls into bodyweight exercises and kickboxing combos.
They can also gain power-ups that can be used to help the party as a reward for completing fitness circuits.
Time
1.5 hours per session with several sessions occurring throughout the week.
1:1 fitness coaching is also available and can add to the experience for most client’s situations.
Session Zero
Players will have an initial meeting with a FitQuest GM to establish goals, ground rules, and create a character that will foster fun, meaningful and safe role-playing, as well as safe and effective exercise practices.
Ongoing Sessions
Generally, each session will start with a check in, a fitness warm-up, a demonstration of the new exercise techniques being used in that session, an introduction to the game session, playing the game, and a wrap up discussion to share ideas, theories, and feelings about the session.
There are many individual titles for games that are considered examples of tabletop role-playing games (TRPG) including, Dungeons and Dragons, Call of Cthulhu, Vampire: The Masquerade, and Pathfinder to name a few. Many editions of D&D have been published that each feature a different variation of rule systems and various iterations of lore. The most recent and popular edition of D&D is 5th edition (D&D 5e). The game is flexible, and rules can be used in whatever way best serves the story (a highly useful approach when working with teams).
Dungeons and Dragons (D&D), initially published in 1974, is the first formalized game of this type and is perhaps the most widely recognized name. In a game of D&D, players act as characters that (usually) work together to complete quests and achieve both character and game objectives within the imaginary world. The designers of D&D state that adventure is the heart of the game and is made up of three pillars: exploration, social interaction, and combat (Mearls & Crawford, 2014). Exploration is about creating and discovering an imaginary world. Social interaction focuses on interacting with characters and objects in the imaginary world. Combat is a structured contest in which characters strategize to defeat opponents. Each of the three pillars of adventure come together to contribute to the overall adventure experience and form a story.
D&D games typically involve 4-8 players, one of whom is designated in a facilitator role often called a Dungeon Master (DM) or Game Master (GM). This person serves as a narrator, author, facilitator, and referee among other roles while the remaining players take on the roles of specific characters.
In D&D, a group of characters (role-played by the players) embark on a quest. Each character has their own background, motivations, personality, and unique abilities that they use to work together to overcome obstacles (fighting goblins, sneaking past monsters, and persuading guards) and interact with other characters on their journey. The human players are each responsible for creating, improvising, and role-playing as one character (except the dungeon master who acts as a facilitator and narrator). General plot elements are determined in advance by the dungeon master. Some gamers create their own settings and stories while others use published adventure modules written specifically for D&D 5e.
Players are afforded agency to improvise and interact as they feel their character would respond to the various situations that arise.
D&D players are driven by various motivations, using multiple strategies to relate to a mental concept of their character held in their subjective experience (Banks, Bowman, & Wasserman, 2017). The dungeon master is responsible for preparing and role-playing as the non-player characters (NPCs; like a guard, villain, or bartender) and other elements of the environment or setting such as describing the landscape or culture of the fictional populace. As the game and story progresses, players build onto their characters’ personalities to account for the improvised experiences that unfold (a character may develop a fear of water after almost drowning during a mission) and also add abilities to the character’s repertoire (ex. a wizard will learn more powerful spells as the game goes on).
A common routine of gameplay might begin with the dungeon master narrating to explain a setting and situation. Players can then interact with NPCs, each other, or fixtures of the environment (ex. Talk to the bartender, open the door, check for traps, attack the goblin) by describing their character’s actions to the group. The dungeon master adjudicates outcomes to the players’ actions using dice according to the rules of the game. Rolling higher numbers helps convince the bartender to tell you some secrets or makes it more likely a player will defeat the goblin while lower numbers will bring less favorable or even detrimental results. Each action is then followed by a description of the outcome and more choices for how the players might respond and proceed. Eventually, the story unfolds through a combination of functions: the players reach some predetermined plot points (completing objectives or overcoming obstacles), the outcomes of player actions and dice rolls create unforeseen outcomes, and players improvise scenes while interacting with each other role-playing as their characters. Together, the players achieve game objectives while also creating a story. In doing so, they make meaning from the experience for both themselves and their characters.