Mastering Your Dragons: Using Tabletop Role-Playing Games in Therapy
Abstract
:1. Introduction
2. Mastering Dragons: Case Examples Using RPGs in Therapy
2.1. Case Examples Using RPGs in Individual Therapy
2.1.1. Kelsey (TTRPG: City of Mist)
2.1.2. Samuel (TTRPG: City of Mist)
- (1)
- Character Creation: Samuel chose to base his character on the rift of a children’s show. Due to Samuel’s difficulties in staying focused, we chose to have one mythos (power) and one logos (routine) theme. Samuel’s logos was a school student with the tags: student, can skip class, Nino (friend), and makes friends easily. His mythos was a type of cat with the tags: protect everyone with cat-like abilities, claws out (transformation), and the ability to alter other’s allegiances. Samuel spent one counseling session creating his character, discussing the setting of the story, detailing other characters in the story, and drawing his character.
- (2)
- RPG Sessions: During the first session, the counselor invited the client to select a City of Mist (CoM; Moshe, 2017) map as the starting setting, noting that while the map is optional, it serves as a helpful visual aid. The counselor focused on teaching the game’s rules, encouraging the client to roll for most actions while guiding the narrative forward. In this session, the client’s character confronted a villain in a museum and protected a friend. The counselor prompted the client to role-play various actions, such as fighting the villain, hiding from them, maintaining the character’s transformation, and escaping the museum unscathed.After the initial session, the client and counselor collaboratively developed the storyline, with the client selecting most of the key plot points. The central theme the client consistently revisited was the dual role of the character’s father as both a parent and a villain. In the narrative, the character knows his father is the villain, but the father is unaware that his archnemesis is his own son. The character’s mother had died in an accident caused by the father. In each session, the client either tried to confront his father or expose his true identity to others. The client often directed the counselor to play his character’s sidekick, guiding her actions throughout the story.The client advanced the storyline to when his character was an adult, now responsible for several adopted children and struggling with the challenges of raising them alone. The client revealed that the character’s father had passed away after they reconciled and learned each other’s identities. The character then expressed frustration, saying that “having a wife would make everything easier”. In the following session, the client returned to the original storyline, revisiting the moment before his character confronted his father. This time, the setting was slightly altered, with the client describing a bright room where his character’s mother’s body was kept. The father figure was portrayed as more sorrowful than angry, though he still sent other villains to attack the character.
- (3)
- Conclusions: Several takeaways emerged from the counselor’s observations of the client’s play. First, the client consistently returned to the father figure in the game, expressing confusion about how his character could be both a hero and a villain at the same time. Second, the client often incorporated recent life changes into the story, such as developing a crush at school, which led him to ask out characters in the game. Third, the client showed resistance to the game’s rules, providing opportunities for productive conversations about failure. For instance, when the client failed a roll, the counselor encouraged him to describe the outcome, prompting him to explain how his character failed (e.g., falling, missing the villain, being seen) and how the client resolved the issue to continue the story. In one instance, when the character failed a roll to sneak back home, the client described how his father caught him and how he explained himself without revealing his true identity.
2.1.3. Ana (TTRPG: City of Mist)
- (1)
- Character Creation: Ana created three characters using the City of Mist (CoM) system (Moshe, 2017). Since these characters represented distinct aspects of herself, the themes and tags are withheld to protect her anonymity. The character creation process involved selecting powers, skills, and weaknesses. For each identity, Ana developed a character with four themes, each containing three to four strengths and skills and one weakness. In total, Ana identified approximately 12–16 strengths and skills, along with 4 weaknesses for each of her people. This process allowed Ana to explore parts of herself she had previously felt anxious about, offering a fresh perspective. She expressed excitement about getting to know her people better and humorously remarked to the counselor that she might need a lanyard listing each person’s likes, strengths, and dislikes to share with others during interactions.
- (2)
- Conclusions: The client and counselor initially planned to begin a pre-written story from the City of Mist (CoM) system (Moshe, 2017) and allow Ana to choose which character would respond or make moves in the game. However, due to another major family change, Ana had to terminate counseling before they could begin. Had the counselor continued working with Ana, the pre-written story would have been used, with space provided for Ana to consult with her different identities before deciding how her characters would react or act. This approach had already been practiced during sessions, where Ana would voice her need for time to sort out discussions between her people. The counselor facilitated this process by keeping a journal for Ana, stepping out of the room to allow time for the client to talk to her people or write down their thoughts. The counselor would then return to the room, where Ana would read her people’s responses to the counselor’s comments or situations. The counselor would either write back or engage in verbal dialogue, depending on what was requested.
2.1.4. Sally (TTRPG: Dungeons & Dragons)
- (1)
- Character Creation: During the initial sessions, Sally and the therapist discussed character creation, story, and scenery. Sally’s prior knowledge of D&D made this process smoother and more enjoyable, allowing the character creation process to closely mirror a real D&D campaign. For clients without prior D&D experience, this stage might require more explanation. Sally rolled for her character’s stats and was asked to rate how she perceived herself in these areas. She selected her character’s race, gender, and origin, and was then instructed to choose miniature figurines that represented her current feelings of anxiety and depression as accurately as possible. Although Sally selected several miniatures, most did not align with the challenges she described in her real life. Following character creation, the therapist and client worked together to arrange the figures on a sandtray, which was photographed for continuity. The journey then began.
- (2)
- RPG Sessions: During sessions three and four, Sally and the therapist advanced the story through a series of choices and reflective questioning. These middle sessions aimed to establish the narrative and encourage reflection and problem-solving. For instance, Sally was presented with the choice of facing a wandering monster, symbolizing an irrational thought specific to her, while on her way to a saving point in the story. She could choose to evade, avoid, or confront the monster, each option providing an opportunity for her to reflect on her decision. Sally opted to engage the monster and play out the encounter using her coping skills as her character moved forward. Dice rolls were used to introduce unpredictability; if Sally rolled low, she had to quickly adapt by thinking of alternative actions or pausing to ground herself and regain control. These encounters continued throughout both sessions, offering a reflective look at Sally’s ability to apply her coping skills while exploring the depth of her anxiety. The guidance of the narrator in her own story, while maintaining the magical and enjoyable elements, proved beneficial. By the end of these sessions, Sally reported a decrease in anxiety and felt she was gaining a deeper understanding of it.These sessions proved to be some of the most therapeutic for Sally throughout her counseling experience. As she progressed through her story, she reached the climactic boss fight—yet unlike traditional D&D scenarios with formidable villains, she found herself in a loot room surrounded by treasures. However, what she did not anticipate was the presence of a mirror reflecting her own image. In this phase, the therapist guided Sally to confront her self-perceived faults. Through carefully crafted questioning, elements of Cognitive Behavioral Therapy (CBT), Choice Theory, and Narrative Therapy were seamlessly integrated into the game world.Sally faced her biggest enemy and greatest strength: her self-esteem. As she questioned her reflection, she began noticing subtle clues—observations the therapist had previously made and incorporated into the game to provide insight. Techniques from Solution-Focused Brief Therapy (SFBT), such as coping questions and presupposing change questions, helped shift her perspective. From CBT, the therapist introduced in-game monsters representing cognitive distortions, along with exposure elements and cognitive restructuring, to foster healthier problem-solving. As Sally recognized these patterns, her awareness deepened, both within the game and in her real life.This mental breakthrough, which Sally had not anticipated, caught her completely off guard. At first, she had been simply playing a game, unaware of how closely the story mirrored her real-life challenges and obstacles. These final sessions emphasized Sally’s ability to connect the dots and integrate the insights she had gained. The conclusion of her campaign came when she used an in-game magical item to trap her reflection, carrying it with her wherever she went. After the sixth session, Sally rated her anxiety lower than in previous weeks. She also reported a decrease in her depression and medical worries, while her self-esteem rating improved. Reflecting on her triumph, Sally shared that she had never fully recognized how “real and controlling” her anxiety had been in her life. She came to see how her anxiety had influenced her decisions, either pushing her to act or preventing action altogether. She realized that eliminating her anxiety, rather than learning to coexist with it, would only lead her back to the “loot room”.
- (3)
- Conclusions: Although the client demonstrated some initial improvement with the original treatment plan, which included CBT and art therapy, it was not until the incorporation of D&D role-playing that she became fully invested in her treatment. This addition facilitated her immersion in learning coping skills, developing new beliefs, and practicing problem-solving strategies in a meaningful and engaging way. The established rapport between client and therapist played a crucial role in this process, providing a foundation of trust that allowed the narrative approach within the D&D campaign to flourish. This collaborative dynamic made the therapeutic experience feel more organic and individualized, extending beyond a standard manual-based intervention (Kapitany et al., 2022; Kawitzky, 2020). By combining narrative elements with in-game decision-making, the therapist was able to guide the client through complex emotional challenges in a way that felt both safe and transformative, enhancing the therapeutic impact.
2.2. Case Examples Using RPG in Group Therapy
2.2.1. RPGs with Autism Spectrum Disorder
2.2.2. RPGs with LGBTQ Adolescents
2.2.3. RPGs with Residential Drug Treatment
3. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Rosenblad, S.R.; Wolford, T.; Brennan, R.S., III; Darnell, J.; Mabry, C.; Herrmann, A. Mastering Your Dragons: Using Tabletop Role-Playing Games in Therapy. Behav. Sci. 2025, 15, 441. https://doi.org/10.3390/bs15040441
Rosenblad SR, Wolford T, Brennan RS III, Darnell J, Mabry C, Herrmann A. Mastering Your Dragons: Using Tabletop Role-Playing Games in Therapy. Behavioral Sciences. 2025; 15(4):441. https://doi.org/10.3390/bs15040441
Chicago/Turabian StyleRosenblad, Sherry R., Tessa Wolford, Richard S. Brennan, III, Josh Darnell, Challen Mabry, and Andrew Herrmann. 2025. "Mastering Your Dragons: Using Tabletop Role-Playing Games in Therapy" Behavioral Sciences 15, no. 4: 441. https://doi.org/10.3390/bs15040441
APA StyleRosenblad, S. R., Wolford, T., Brennan, R. S., III, Darnell, J., Mabry, C., & Herrmann, A. (2025). Mastering Your Dragons: Using Tabletop Role-Playing Games in Therapy. Behavioral Sciences, 15(4), 441. https://doi.org/10.3390/bs15040441