Three years ago, Sam Illingworth, James Louis Smith, and Chloé Germaine approached Jesse Ross to discuss the possibility of using Trophy as a teaching tool in the environmental sciences, specifically to counter the feelings of powerlessness that come up when facing the climate crisis. They saw how tabletop roleplaying games can use fantasy as metaphor for contemporary struggles, can shift perspective and broaden empathy, and—most importantly—can empower people and drive them to action. From those early conversations, Rooted in Crisis was born. Roleplaying games are inherently collaborative—magic happens when diverse voices and talents come together in an act of creation. They recruited game designers and climate crisis researchers, pairing them together to share ideas and find common ground based on their own interests, fields of study, and lived experiences. The end result is five diverse but interconnected games exploring different facets of humanity’s impact on the ecosystem. Each game shares a foundation based in the push-your-luck mechanics of Trophy Dark and Trophy Gold, but each adds innovative twists to tell their own unique story.