this is a story about borrowed dice
how a handful of plastic became a tradition
we like to think every campaign begins with a character sheet. or a map. or a set of polyhedral dice tumbling across the table for the first time.
it doesn’t.
it begins a little earlier, with someone saying, “come play with us.”
if you’ve been in the hobby long enough, you’ve probably forgotten your first session. not the adventure itself, but everything surrounding it. the uncertainty of not knowing what to bring. wondering if you should have read the rulebook beforehand. quietly worrying that everyone else already knew each other, and that you were about to embarrass yourself by asking what a d20 was.
you probably didn’t own any dice either.
most people don’t.
someone notices, reaches into their bag almost absentmindedly, and slides a small handful of colorful plastic across the table.
“here,” they say. “you can use mine.”
it’s such an ordinary gesture that it barely registers. the dice are borrowed for a few hours, rolled across the table dozens of times, and returned before everyone goes home. by the next session, you’ve probably forgotten whose they were in the first place.
for a hobby so often associated with dice, we spend remarkably little time thinking about them.
ask someone who has never played a tabletop roleplaying game what they imagine, and they’ll probably describe those dice first. the strange ones with too many sides. then come the dragons, the thick rulebooks, the painted miniatures, the maps covered in tiny monsters, and a room full of adults enthusiastically pretending to be people who don’t exist.
they’re not wrong. those are certainly part of the hobby.
but they’re also the easiest parts to see.
from the outside, tabletop roleplaying games look like a collection of objects. books, dice, pencils, miniatures, character sheets. things you can hold, buy, or neatly arrange on a shelf. it’s easy to assume that’s where the hobby begins.
i don’t think it does.
because before anyone owns a set of dice, before they create a character, before they learn what initiative means or why everyone gets excited when a twenty lands face-up, someone has already done something much more important.
but the funny thing about borrowed dice is that they’re almost never the only thing being borrowed.
you borrow a rulebook because the core book is more expensive than you’re willing to admit. you borrow a pencil because you forgot to bring one. you borrow a miniature because everyone else has one, even though the goblin token would probably work just fine. you borrow a character sheet because you have no idea how to make one yourself.
more than anything else, you borrow people’s time.
someone explains the rules before the game begins. someone pauses combat because you still don’t understand what advantage means. someone reminds you where to add your modifier. someone patiently answers questions that they’ve probably answered dozens of times before.
they never seem annoyed.
if anything, they seem excited.
there’s something oddly beautiful about watching someone discover the hobby for the first time. every experienced player remembers being completely overwhelmed by the jargon. armor class. initiative. saving throws. proficiency bonus. terms that eventually become second nature once sounded like an entirely different language.
and somehow, every community decides that translating that language is simply part of the game.
that’s what fascinates me.
because none of this is necessary.
there is no rule that says an experienced player has to lend you their dice. there is no chapter in the rulebook titled how to welcome someone new. there is no mechanical benefit to spending half an hour helping someone build their first character instead of simply starting the adventure.
yet it happens anyway.
over and over again, in game stores, conventions, cafés, university clubs, and dining room tables all over the world.
every table has its own version of them. maybe it’s always bringing extra pencils. maybe it’s explaining rules through play instead of making someone read two hundred pages beforehand. maybe it’s ending every session by asking what everyone enjoyed the most. maybe it’s insisting that everyone, no matter how experienced, introduces their character before the adventure begins.
the details change. the instinct doesn’t.
before you’ve learned how to improvise a convincing wizard, before you’ve memorized a single spell, before you’ve rolled your own set of dice, you’ve already learned something much more important.
this is a game where people expect to make room for you.
at some point, something changes.
not all at once, and not in a way that’s easy to notice. one day, someone asks you how initiative works, and you know the answer. someone forgets their dice, and you realize you’ve been carrying an extra set in your bag for years. someone sits down at your table looking just as nervous as you once were, and without thinking, you tell them, “don’t worry. you can use mine.”
it took me years to realize that the people who first lent me their rulebooks, their character sheets, and their dice weren’t just teaching me how to play.
they were showing me what this hobby looked like at its best.
over the years, many of them became some of my closest friends. we finished campaigns together, started new ones, wrote adventures, argued about game systems, stayed up until two in the morning talking about mechanics we’d probably never use. somewhere between all of that, a question kept finding its way back into our conversations.
“why is it still so difficult to find a game?”
it wasn’t because people didn’t want to play.
every time we introduced someone to tabletop roleplaying games, they loved it. every convention we attended was filled with excited players. every local game store had people asking when the next session would be.
the problem was always the same: people didn’t know where to go next.
they finished their first game, went home, and suddenly there was no table waiting for them anymore.
so we started talking about building one ourselves.
that idea eventually became LFG.
at first, the idea was incredibly simple. we wanted to make it easier for people to find games. if you were looking for a game master, you could find one. if you wanted to run a game but didn’t have enough players, you could find them. if you were curious about tabletop roleplaying games but didn’t know anyone who played, there would be a place where someone would say, “come join us.”
we thought we were solving a logistical problem.
we weren’t.
because almost immediately, lfg began becoming something we had never planned for.
people who met at one event started running campaigns together outside of it. strangers became regular groups. game masters discovered players who kept returning to their tables. players became game masters themselves. people who had only planned to stay for a single afternoon somehow found themselves coming back month after month, this time bringing friends of their own.
without realizing it, the community had started growing in directions we could never have organized ourselves.
that’s how LFGcon happened.
if lfg began with the question, “how do we help people find a game?”, then lfgcon asked something slightly different.
“what happens if we gather everyone in the same room?”
on paper, it’s a convention.
rows of tables. dozens of game masters. hundreds of players. schedules, maps, registration desks, and event logistics. but those aren’t the moments i remember when the weekend is over.
i remember seeing someone teach someone else how to fill out their very first character sheet. i remember watching players wander between tables, asking complete strangers, “what are you playing?” i remember someone lending a newcomer a set of dice before the game had even begun. i remember conversations continuing long after the last session ended, as if nobody was quite ready to leave.
the games were what brought everyone into the room. everything else happened because they were there together.
when my friends and i started looking for ways to grow tabletop roleplaying games in indonesia, we thought we were organizing events. we thought we were building a community. that’s certainly what it looked like from the outside. we found venues, invited game masters, wrote schedules, printed signs, made social media posts, and hoped people would show up.
but somewhere along the way, i realized none of those things were the point.
a game master kneeling beside a newcomer to help them finish a character sheet before the session started. someone reaching into their backpack and lending a complete stranger a set of dice. two people meeting for the first time over a four-hour adventure, then exchanging contacts before they left because they wanted to play again next week. volunteers staying long after the last game had ended, not because they had to, but because conversations were still happening around the tables.
none of these moments were scheduled. none of them appeared on the event rundown.
and yet, looking back, they’re the only moments i can remember clearly.
that’s when it finally clicked.
we weren’t creating these moments. we were inheriting them.
someone else, years before us, had once lent us their dice. someone had patiently explained the rules to us. someone had made room at their table when they could have easily kept it to their own group. by the time we started organizing our own events, we weren’t inventing a culture. we were simply continuing one that had already been generously handed to us.
i think that’s true of every healthy tabletop community.
from the outside, people see the games. they see dungeons & dragons, call of cthulhu, mothership, shadowdark, daggerheart. they see adventures, campaigns, and game systems.
what they don’t see is the quiet tradition that makes all of those things possible.
every community survives because, somewhere along the way, someone decided that there was always room for one more at the table.
looking back, i don’t think tabletop roleplaying games survive because of their rules.
rules are rewritten all the time. new editions come and go. entire systems appear, disappear, and are rediscovered years later. adventures go out of print. publishers shut down. websites vanish. even campaigns, no matter how memorable, eventually come to an end.
and yet the hobby persists. not because its books are carefully preserved, but because its traditions are.
when i think back to my first game, i couldn’t tell you whose dice i borrowed.
i don’t remember whose pencil i used, or whose photocopied character sheet i scribbled on. i don’t even remember who explained the rules to me that night.
those things faded a long time ago. what stayed with me was the feeling… the feeling that there was room for me at the table, despite knowing almost nothing.
years later, without anyone ever asking me to, i found myself doing the same thing for someone else. then i watched my friends do it. then i watched complete strangers do it at lfg. i watched it happen at conventions, in cafés, in game stores, and around dining room tables. the same quiet ritual, repeated over and over by people who had probably experienced it themselves years before.
that’s when i finally understood what had actually been borrowed.
it was never the dice. the dice always found their way back into someone’s bag at the end of the night.
what never went back was the generosity.
from one player to another. from one table to the next. from one generation of the hobby to the one that followed.
maybe that’s why communities like this endure. not because everyone knows each other. not because everyone plays the same games. but because somewhere, someone who was once welcomed decides, often without even realizing it, to welcome someone else.
so yes, this is a story about borrowed dice.
because every community has something like them.
a small gesture that seems insignificant in the moment, passed from one pair of hands to the next until nobody remembers where it began. the dice were only borrowed for a night, but the invitation has been passed around for decades.



A great read about something so important. The first group of people who introduce you to this hobby always stay with you and it is always a pleasure to be that person to someone else.
Aww softie