Anjali Bhimani Unveils Her D&D Adventure and Broadway Role in The Twenty-Sided Tavern!

Anjali Bhimani, who was recently seen as the character Yatzli in the RPG game “Avowed,” is an ardent enthusiast of tabletop role-playing games like “Dungeons and Dragons.” Over the years, she has participated in numerous adventures, both online and at conventions. Now, she’s set to release her first “Dungeons and Dragons” adventure titled “The Malady of Minarrh,” through her publishing company, Road to Ithaka Press. Furthermore, Bhimani will portray the character “The Trickster” in the live “Dungeons and Dragons” Broadway play, “The Twenty-Sided Tavern,” from April 17 to April 22.

Recently, Game Rant had a chat with Anjali Bhimani regarding her forthcoming Dungeons & Dragons-related journeys. Having just wrapped up her stint in Critical Role’s one-shot ‘Avowed’, she has revealed the launch of ‘Malady of Minarrh’, an original adventure module designed for use with the 2024 updated rules of D&D. Additionally, Bhimani will feature in The Twenty-Sided Tavern during its final month on Broadway before its shift to a touring production. She’s thrilled about these new experiences, as she’s always eager to spread her enthusiasm for D&D across the globe. (This transcript has been condensed and clarified.)

Anjali Bhimani Will Play “The Trickster” In The Twenty-Sided Tavern On Broadway

A: In April, you’ll find me portraying the character, “The Trickster,” at The Twenty-Sided Tavern. How did I decide to play this role? Was it a choice I made, or was it someone else’s decision? To clarify, did I select this role, or was it assigned to me?

As a movie critic, I must confess that when offered the role of “The Warrior,” I yearned to embody the enigmatic character of the Trickster instead. It was purely a matter of personal taste. You see, the characters I’ve portrayed in the past have proven to be quite formidable – they may think they know what they’re doing, but let’s just say they often find themselves in unexpected situations. This role, however, presents an opportunity to delve into the unpredictable nature of a chaos agent.

In this particular series, each character embodies a touch of chaos, but I seldom get the chance to explore the trickster archetype as I would like. The show offers intriguing representations of different classes that interact with the Trickster, and I find myself captivated by their unique dynamics. Lastly, I should clarify that I’m more of a romantic at heart – a lover, not a fighter. [Laughs]

A: Is it exciting for you that the Twenty-Sided Tavern allows its online viewers to influence what happens on stage during the performance?

I really enjoy games in general because of their interactive nature. I attend conventions, I’m into tabletop role-playing games (TTRPGs), and I appreciate the opportunity they provide to engage with my player base. This is especially beneficial now that we have social media, which allows us to connect with our communities more effectively.

I have a deep passion for improv comedy. During my college years in Chicago, I was part of the improv scene. My very first performance was with the campus improv group. This was none other than “The Mee-ow Show” at Northwestern University, which is quite renowned. It’s something that resonates deeply within me. I am captivated by the thrill of having to think quickly as you engage with your audience, much like I appreciate stand-up comedy and improv humor in general. Seeing people’s skill when they perform improv is always a mystery to me – “How did they manage that spontaneously?” As long as one remains receptive to the game of any given improvisational experience, it proves to be enjoyable for everyone involved. I am genuinely thrilled about this.

A: When you visit The Twenty-Sided Tavern, its Dungeon Master is known for incorporating nods to his guests and their past achievements into the narrative. Can you guess what creative references he might make while you’re there as a guest?

To tell the truth, I’m completely uncertain about it since my work encompasses various tasks across multiple platforms. It’s not like when Neil [Newbon] was our guest, or when Dimension 20 performed at Madison Square Garden, where we could easily tailor content to those specific audiences. In this case, I’m clueless, which makes me genuinely excited to see how it will unfold.

I can hardly contain my enthusiasm as I prepare to dive into rehearsals! Although I have a general grasp of the show’s framework, the rapid-fire pace of these rehearsals feels akin to turning the pages of an engrossing storybook. It’s like embarking on an adventure where we bring our characters to life by infusing them with our own essence – much like playing tabletop role-playing games! The anticipation is palpable, and I can hardly wait to see what unfolds!

I adore that cast! I had the chance to meet them during my trip to New York, and they’re all truly wonderful, kind, and entertaining people. Many of them, who have my contact info, have welcomed me warmly, saying things like “I’m so glad you’re joining.” This warmth just makes me feel at ease because I know it’s going to be a fantastic collaboration where we’ll all work together to create even more enjoyable experiences. That’s what I love most about tabletop role-playing games. It’s such a communal activity. It’s a shared excitement. When one player gets a perfect roll, everyone else does too. When someone stumbles, everyone pitches in to help sort things out. I can’t wait to play with them!

The Story, Characters, And Journey Of The Malady Of Minarrh

A: Where did the inspiration for your debut Dungeons and Dragons adventure, “The Malady of Minarrh,” originally stem from? Would you be willing to share that with us?

I aimed to create a narrative reminiscent of traditional Dungeons & Dragons adventures, yet infused with contemporary elements and societal challenges relevant to our times. The allure of science fiction and fantasy lies in their ability to discuss current issues in a slightly detached, “reality-adjacent” manner. This allows us to explore topics such as prejudice, the consequences of a theocracy losing balance, and more, without being constantly overwhelmed by real-world news.

A significant aspect of Dungeons & Dragons revolves around the experiences of being marginalized and finding oneself. Many of its adventures center around characters initially cast out, who then embark on exciting journeys driven by their determination. I aimed to incorporate these themes extensively. Additionally, I wanted to explore contrasting ideas such as love and genuine faith versus unquestioning devotion. I wanted to ensure all these elements were woven into the narrative.

As a passionate film enthusiast, I hadn’t quite grasped it until someone suggested adding trigger warnings; it seems my recent immersion in horror video games over the past half-decade has seeped into my storytelling. These weren’t your typical Dungeons and Dragons games, and I found myself drawing from their ominous undertones. While I adore the enchantment and fantastical elements of D&D, the peril and darkness that characters face in these adventures resonate profoundly with me—it’s the very essence of classic Dungeons and Dragons that ignites my creative spark.

If a less formidable and less fearsome red dragon weren’t present, the thrill of overcoming it wouldn’t be as captivating, would it? There needs to be an aspect of extraordinary peril. The possibility of a total party wipeout adds to the excitement. Consequently, I wanted to pack this brief adventure with such elements, making it suitable for others to incorporate into their campaigns or for players to enjoy on its own.

I particularly enjoyed the aspect of Malady where the main adversary wasn’t simply an amoral force, but rather a character with a sad history and noble intentions.

In essence, it’s often those with good intentions who teach us valuable lessons, isn’t it? I find this particularly true in my writing. You see, I’ve never composed an adventure quite like this before. Although I’ve had ideas, I must admit I haven’t actually run many of them. The ones I’m most familiar with are the LEGO one and “The Puppy Roll.” However, crafting a format that enables the Dungeon Master to modify, adapt, and personalize the adventure for their unique group of players was an entirely new and thrilling experience for me.

I aimed to strike a balance: providing sufficient framework and direction so their characters and setting could be vividly alive, yet not dictating every move they should make. The thrill of game mastering lies in crafting a realm for my players. It’s been a tough task, but one that I truly relish – tackling things that are initially daunting. [Laughs] Seems I take on quite a few first-time challenges in the public sphere.

Is it possible that any of the characters from Malady are based on characters you’ve portrayed, either in tabletop role-playing games or other contexts?

When developing characters, whether I’m playing them or writing them in stories – be it a script or a tabletop role-playing game (TTRPG) character – one key aspect for me is identifying a characteristic that the character considers virtuous but may actually be a weakness, as well as understanding their personal conflict. Every character I create has an inner battle they are grappling with. Although I didn’t specifically communicate this to the Dungeon Master during creation, I was acutely aware of each character’s internal struggle while developing them. This aspect can evolve at any point in time.

When creating my own player characters, I often find myself approaching it this way: As both writer and DM, my initial thoughts are, “These characters are my players, and these NPCs are also my players.” To bring depth to their personalities, I consider questions like, “What is their vulnerability or weak point?” “What do they believe is a strong aspect of themselves that might be detrimental because it’s overemphasized or too deeply ingrained?” “What external force do they confront, and what internal struggle do they face?” This method helps me create well-rounded characters.

In a manner that authentically reflected the richness and complexity of our multifaceted world, I aimed to incorporate diversity into the narrative, not merely for superficial reasons, but rather in a way that profoundly shaped each character’s story and journey. Regardless of personal views, it’s undeniable that our world is incredibly diverse, and each individual is an intricate blend of their unique experiences and traits. I desired to convey this richness through the characters as well.

Q: What advice would you give to Dungeon Masters who will be running The Malady of Minarrh?

As a fellow novice Dungeon Master, I’d like to offer some words of encouragement: Remember, these guidelines are merely suggestions. They serve as a foundation, but ultimately, you hold the reins as the creator of this realm. When the adventure lands in your hands, these aren’t hard-set rules; they’re flexible guidelines. If something doesn’t feel right for you, don’t hesitate to delve into the 2024 core rulebooks and discover alternative approaches that suit your unique world better, because it is, after all, your creation.

After grabbing it, feel free to adapt it to suit your ongoing storyline. Use the provided NPC characters as inspiration for recurring elements if desired. The purpose of providing this resource is to introduce you to the setting and stimulate creativity in developing your own narrative.

As the Dungeon Master, I embrace the philosophy that there are no ‘wrong’ answers, only creative expressions within the realm of respect and fun. My goal is to make this an enjoyable adventure for all participants. I see myself as the host of an extraordinary party, inviting each player into my world to share in this unique experience. I strive to ensure everyone leaves feeling enriched, even when dealing with intense or challenging themes. Above all, I want everyone to feel heard, safe, and have had a fantastic time!

Ultimately, familiarize yourself with your game participants. Should you be unfamiliar, take time to learn them and recognize their boundaries. Communicate with them, listen to their preferences, and ensure they feel heard so you can tailor the game to your desires. If your players thrive on intricate details, dark narratives, and challenging themes, by all means, proceed. However, if your players prefer a less intense experience, adjust accordingly to cater to their comfort level.

Quite often, we may find ourselves overwhelmed by an abundance of books when it comes to certain topics. These books are plentiful, and they come with numerous rules, making one feel as if mastering them all is a necessity. However, that’s not the case. I must clarify, Wizards of the Coast aside, you should possess these books but there’s no need to memorize everything. It’s important to remember that it’s not about being dogmatic; rather, the objective is for everyone to enjoy themselves. So, consider what this enjoyable experience means for your players, and tailor the world, adventures, encounters, and more to cater to their preferences. [Laughs]

On several occasions, I’ve played “The Malady of Minarrh“, and each time, I’ve made significant alterations to cater to my current players. What pleases me greatly is its adaptability to various groups. It resonates with those who crave combat and with those who prefer roleplaying. It was heartening to see everyone enjoying themselves, regardless of their playstyle.

A: Are you eager to unveil your long-worked-on adventure to the general public now?

B: Indeed, I am here, brimming with excitement to share not only my own work but also the exceptional creations of my collaborators. Hannah Rose, a remarkable editor, has been instrumental in transforming the tale swirling within my mind into a captivating Dungeons and Dragons adventure module. Julia Maddalina’s art is nothing short of extraordinary, possessing an evocative quality that seems to pluck the images from my thoughts and materialize them swiftly. It’s truly astounding to witness her creative process. She is the same artist who breathed life into our artwork for The Puppy Roll, showcasing her incredible talent once again.

I’m thrilled that so many individuals who appear in the ‘Special Thanks’ section offered guidance, and I can’t wait for them to view the final result. It’s akin to saying, “Thank you again for taking the time to speak with me.” I’m eager for them to witness the outcome of our conversations. I hope they take pride in it. I also wish they have an opportunity to share it with their own teams.

Next, we’ll proceed to embark on a new venture. I’m thrilled that my publishing house is venturing into this as well. Road to Ithaka Press was founded with the conviction that a story’s journey is its essence. It’s not just about reaching the destination, but the trip to get there that truly matters – and that’s what Road to Ithaka embodies. This phrase draws inspiration from C. P. Cavafy’s poem, alluding to The Odyssey. “As you sail for Ithaka, wish your journey is a lengthy one, brimming with adventure and discovery.” May your journey be rewarding. May you savor it. May you cherish every challenge and experience along the way.

I’ve long harbored the desire to contribute to the publication of captivating works, whether they fall under the genres of science fiction, fantasy, or historical fiction. These stories should transport readers on awe-inspiring journeys. To embark on such an adventure myself, it seems fitting to start with an adventure module, and perhaps even expand into ongoing series or world-building books. I can hardly contain my enthusiasm as I prepare to immerse myself fully in the process of crafting these imaginary worlds through this unique medium.

[END]

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2025-03-26 16:40