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Dungeons & Dragons

Forge your hero. Shape the world. Roll for what happens next.

We're building a custom gaming setup where every player has their own mini screen at their seat, and what they do on it plays out on the big screen the whole table is watching.

Whether you're a first-time adventurer or a seasoned dice goblin, it's a space to build characters, explore new worlds, solve problems together and connect with others through a shared adventure.

You bring the imagination. We'll take care of the magic.

One rate

$45 per hour, per person

Everything included: the table, your 3D-printed mini, the painting station and a trained facilitator running the game.

NDIS or self-funded, the rate is the same.

The experience

Everything below is part of the session.

No upgrades, no tiers, no add-ons you have to weigh up. Every player gets the full setup.

In development

A mini screen at every seat

Each player gets their own screen, and what happens on it feeds the big screen the whole table is watching. Line of sight, positioning and combat become something you can see rather than something you have to picture.

A 3D-printed hero mini

Every player gets their own character printed. It's the piece you place on the table each session, and it's yours to keep.

HeroForge character modelling

Build your hero visually before you commit: face, armour, weapon, pose. You see the character take shape, then it comes back as a physical mini.

Painting station

Brushes, paints, stands and magnifiers, set up and ready. Paint your mini between scenes or make a whole session of it. No experience needed.

Some of our players are helping build it

The mini screen setup is being built in-house, and participants who are interested are working on it with us: the hardware, the software and how it should feel to play on.

It's the same idea as the rest of High Voltage: the thing they already care about becomes a real project with a real outcome. In this case, the table they'll be sitting at.

Participant work

Characters that don't stay on the page.

A character starts as a few decisions on a sheet. For a lot of our participants it does not stop there - it gets drawn, modelled, printed, painted, and occasionally ends up standing on a desk or walking around inside a game.

Drawn, then printed

A character designed digitally, then produced as a physical figure and painted by hand.

A digital character design: a white cat-masked figure in a red cape with a gold brooch
The design
The same cat-masked character as a hand-painted 3D printed figure
The figure

Built, then playable

Another character built in a miniature editor, then imported into a game engine as something you can actually control.

A fantasy character being customised in miniature design software, holding a sword
Designed
The same character loaded into a 3D game engine scene with lighting set up around it
In engine

Drawn by hand

Campaign art made between sessions - characters, monsters and the places they turn up in.

An ink drawing of a bearded king in a crown, seated on a throne with a sword across his lap
A king, in ink. Heavy cross-hatching for the shadows.
A marker and ink drawing of a witch in a green dress and wide hat with round glasses
Full-colour character design, worked in marker.
An ink drawing of a clawed creature emerging from a cave mouth above tall grass
Something waiting in a cave. Drawn across a full sketchbook spread.

Painted at the table

Miniature painting runs alongside the campaigns. It is slow, fiddly, and one of the most reliably absorbing things we do.

Two people painting miniatures across a shared workbench covered in paints, brushes and palettes

A session in progress. Two sets of hands, a lot of paint pots.

A hand-painted dragon miniature with outstretched wings on a flocked base, castle tower behind
A dragon, based and flocked.
Two painted fantasy figures mid-session, one winged with a gold crown, one horned with a staff
Party members, still drying.
A painted stone dice tower beside a bronze mechanical creature with glowing vents
A dice tower, and something mechanical.
A rainbow-painted moon-shaped bowl with a small orange astronaut figure resting against it
Not everything has to be a monster.

Attend your way

In person, or from home on a tougher day.

Every group runs as a hybrid table. Players can come in and sit at the table, or join the same session from home, and they can switch week to week without asking permission or explaining themselves.

This matters more than it sounds. A hard week no longer means dropping out. The seat is still there, the party is still mid-story, and coming back doesn't require starting over or catching up.

Come in and sit at the table

The full setup: your own screen at your seat, your mini in your hand, the group around you and the painting station open.

Join the same session from home

Same group, same campaign, same facilitator. No separate online program and no second-tier version of the game.

Change your mind on the day

Getting out the door isn't always possible. Switching to remote is a normal option, not a failure or a missed session.

For families with a young person who has disengaged from most things, this is often the part that makes saying yes possible. Attendance stops being all-or-nothing, so one bad week doesn't end the whole thing.

Weekly sessions

Find the table that fits.

Every group is capped at four players, so nobody gets lost at the table and the facilitator can stay across what each person needs. Groups are split by age so the tone of the table matches the players at it.

18+

Friday

6:00–9:00pm

Under 15

Saturday

10:00am–1:00pm

Under 18

Sunday

1:00–4:00pm

Campaigns run with the school terms

A campaign runs for one 10-week term, opening with Session 0 and finishing before the school holidays. That gives every group a clear beginning, middle and end, and a natural break before the next story starts.

2026 Remaining intake this year
Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec
Terms 1 and 2
Term 3 · in progress
Term 4 · 6 Oct to 11 Dec
2027 Four campaigns, one per term
Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec
Term 1 · 27 Jan to 25 Mar
Term 2 · 12 Apr to 25 Jun
Term 3 · 12 Jul to 17 Sep
Term 4 · 5 Oct to 10 Dec
Enrolling now Upcoming campaign Currently running Finished

Dates follow the Queensland state school calendar. Other states sit within a week or two of these, so interstate players joining from home can still run with a Brisbane group.

None of these times work? Tell us anyway.

We open new groups when enough players want a time that works for them. Leave a name and age and we'll add you to the waitlist. Once there's a group's worth of people for a slot, we'll run it.

New players

Beginners are absolutely welcome.

Many first-timers worry about:

  • What if I don't know the rules?
  • What if I slow the group down?
  • What if I don't know how to roleplay?
  • What if I've never painted a mini before?

"Through our guided adventures, we turn real life challenges into low pressure quests, letting players grow new mindsets and develop their personal skills through their characters."

Jaume Pirie
Facilitator

You're in good hands.

To support new players we make sure everything is explained step-by-step, and the facilitator tailors the session as you go so you never miss out.

No gatekeeping. No pressure. Just pure fun.

1:1 sessions

You can start one-on-one instead.

Joining a group isn't the only way in. Some players want to understand the game properly before there's anyone else at the table, so we run 1:1 sessions with a mentor to get there at their own pace.

And it works in the other direction too. For mentees who want to run the game themselves one day, we help them build their own campaigns and learn what the role of DM actually involves.

Getting ready to play

Learn the game first, join a table when you're ready

  • Work out how the game actually works, without an audience
  • Build a character from scratch with someone walking you through it
  • Get familiar with dice, rolls and what your character can do
  • Practise a scene or two so the first group session isn't the first time
  • Move into a group when it feels right, or keep going 1:1 if that suits better
Learning to run it

Build your own campaign and try being the DM

  • Understand what the role of DM involves and what the job really is
  • Design your own world, its people and what's at stake in it
  • Write encounters and work out how to keep a group moving
  • Learn to improvise when players do something you didn't plan for
  • Run it with support from a facilitator who has done it many times

1:1 sessions are priced differently. Get in touch and we'll confirm the rate.

Session 0

Every term starts before the adventure does.

Our 10-week terms always begin with a dedicated session, Session 0, designed to help participants settle in comfortably before the campaign begins. It helps everyone feel safe, understand the session flow so things stay predictable, and build confidence with our new party members.

We also co-design parts of the game world together and do a first draft of our heroes for the term. Everything from the style of the setting to the kinds of creatures, cultures and themes can be customised, so every participant feels heard, respected, and excited about the world they're stepping into.

Part 1

Orientation & setup

  • Explore the physical space and get comfortable with the environment
  • Meet the facilitator and the group in a low-pressure setting
  • Learn how sessions run, including breaks, sensory supports and expectations
  • Facilitators pre-plan around each participant's goals, preferences and access needs, so sessions support both group and individual skill development
Part 2

Building the adventure

  • Design aspects of the world we want to be immersed in, taking input from everyone in the group
  • Create each person's hero with guided step-by-step support
  • Model our characters in HeroForge for visual feedback, then they are 3D printed ready for Session 1
  • Play through the first scene of our adventure
  • Learn D&D-style turn-taking, teamwork and collaborative problem-solving
  • Get familiar with the dice, materials and core D&D concepts

If there's time, we may begin the opening scene of the first adventure as a low-pressure test run to make sure everyone feels happy and ready.

Who runs the table

More than just DMs.

Our facilitators are support work professionals with significant experience, most with lived experience of neurodiversity. All undergo regular training to ensure we foster and support the growth of life skills in every participant.

Trained facilitators

Neuro-affirming group facilitation, plus creative and technical skill-building.

Lived experience

Most of our facilitators are neurodivergent themselves, so they get it without needing it explained.

Skills through play

Turn-taking, negotiation, planning and co-regulation, practised inside a story rather than taught at a whiteboard.

Your hero is one conversation away.

Tell us a bit about the player and we'll find them a seat at the right table.

FAQ

Answers to all your questions