Tabletop role-playing has grown from a niche of analog gaming into a mainstay of popular culture. The original face-to-face way of playing has been complemented by online play using dedicated digital tools, and play itself has become spectator entertainment.
In this article, I explore the process of mediatization of tabletop role-playing on the example of Critical Role - the most successful 'actual play' show, in which performers broadcast tabletop role-playing to audiences. I highlight the importance of commodification as a force in the process of mediatization, involving licensing, merchandising, and advertising.
Empirically, the article is grounded in an analysis of Critical Role's sponsorships and embodied player practices, focusing on the political-economic aspects of the show. While Critical Role presents a profoundly mediated form of tabletop role-playing, it promotes a traditional face-to-face way of playing using physical accessories both by cast members' preference of such accessories (except for the digital toolset D&D Beyond) and sponsorships from manufacturers of these products.
Mediatization of tabletop role-playing thus happens through an economic-driven process of addition - new mediated options for players with new opportunities for commodification exist alongside analog modes of consumption. As shown on the example of Critical Role, the digital and mediated forms of the analog hobby can be harnessed to promote physical consumerism.