Dungeons of the mind: Tabletop RPGs as social therapy - Kill Screen

Pairing social skills development with D&D may seem like an obvious fit, especially since RPGs have always been associated with the socially downtrodden—stereotypes about D&D being an antisocial activity have permeated the mainstream for decades. However, it’s now easy to see that the game has always been therapeutic for those who fall outside societal lines.

This is a super interesting article about how tabletop RPGs can be used as a therapy method for any number of things, including building social skills and reducing anxiety. 

5th Edition Dungeons and Dragons Background: Witch

You have spend your life as a member of a coven that likely (but not necessarily) serves or worships a powerful arcane being. During your tenure amidst this coven you have come to develop a great understanding of the arcane and natural worlds, and how it is that they can be taken together to great affect.

Skill Proficiencies: Arcana, Nature
Languages: 1 Exotic Language (for example; if the witches in your coven get their power from a demon you will probably speak abyssal, if they get their power from a Hag then you will probably speak Fey, and so forth).
Tools: Herbalism kit
Equipment: A ritual dagger, black robes, a pouch of various mundane herbs and incense, and a Herbalists kit, and 50 Silver.

Feature: Ritual Witchcraft
You know a single first level ritual spell from any class (it can only be cast as a ritual).

Where To Begin Your Campaign: Start Small

Especially when you’re a new Dungeon Master, the possibilities of a new campaign can be equal parts inspiring and paralyzing. Many of us who feel the urge to stand at the head of a table in front of our friends and run a game fancy ourselves creative types - writers especially. In the beginning stages of planning our new campaign, we can tempted to try and detail as much as possible up front:

The landscape. The continents. The nations. The Kings, Queens, and Emperors. The wars. The tensions. The growing threats. 

We’re inspired by the worlds of Tolkien and Martin, and can mistakenly believe that our players require that level of detail to enjoy our games. In most cases, however - it’s the complete opposite. 

Consider taking module T1 The Village of Hommlet as a source of inspiration and simply starting your players off as they arrive at a tiny village or town, just beginning their career as adventurers. 

Don’t worry about the world outside of this village beyond a day’s journey. Maybe some bandits are hiding out in some old ruins to the West, and some goblins have made a home of a cavern in a forest to the South. 

What effects the population of this village? Who are they and what are their problems? Most importantly, who are your players most drawn to? 

If they spend a lot of time at the local tavern, the barkeep’s personality will likely develop, and he’ll probably have several quests for the characters. (Those aforementioned bandits are maybe causing him some trouble.) 

Let your players carve out a home base in this location, and see the direction the story goes naturally through play. Try not to plan more than a session or two ahead. 

The rest of the world can wait until the players are ready to see it. 


Dungeons and Dragons, The Devil’s Board Game,

The granddaddy of all role playing board games, Dungeons and Dragons is perhaps also the most popular and important RPG in gaming history.  Introduced in 1974, D&D quickly became a hit game among youngsters, teens, and college aged gamers.  By 1980 it was the most popular game board game, with an estimated 3 million players and 750,000 copies being sold annually.  

Like all things new, it wasn’t unusual for D&D to earn the suspicion of older generations.  Many people thought the D&D was a corrupting influence on American youth, blaming the game for moral decline and leading to psychological illness.  Then in 1979 the disappearance of a college student named James Dallas Egbert III fanned the flames into a roaring inferno.

Egbert was a student of Michigan State University, and a troubled teen who was being forced by his overly controlling parents into a career he did not want to pursue.  On the night August 15th, 1979 Egbert disappeared after entering a steam tunnel.  A large search was conducted but the boy was never found.  His parents blamed his disappearance on his favorite game; Dungeons and Dragons, claiming that in a fit of D&D induced mania their son had a psychological break from reality and went off on a real life D&D adventure.  The story made national headlines, and faster than the roll of a dice the evils of D&D spread across the country.  As it turned out Egbert had entered the tunnels to commit suicide, but instead ran away to become an oil worker in Louisiana.  He was discovered several months later and forced to resume his education by his parents. He committed suicide a year later.

The truth behind Egbert’s disappearance did little to stem the tide of anti-D&D sentiment, especially when the cause was taken up by the growing Christian Conservative movement.  Soon preachers and televangelists such as Billy Graham, Pat Robertson, Oral Roberts, and Jerry Falwell were railing against the board game at the pulpit.  Fundamentalist Christians accused the game of having satanic influence, encouraging occultism, black magic, and witchcraft.  Christian groups decried the game as an instrument of the devil and a propagator of evil among the nation’s youth, causing murder and suicide. 

Reaction against D&D was far from rational.  Christian Groups often successfully pressured schools and colleges into banning the game. A few successful groups even convinced local government officials to adopt ordinances forbidding the game within their boroughs or towns.  Inspired by MADD (Mothers Against Drunk Driving), a woman named Patricia Pulling founded BADD (Bothered By Dungeons & Dragons) with the aim of banning the board game everywhere, and if that couldn’t be done, then suing the game into bankruptcy.  Other groups raised money from donors, bought as many D&D sets with it as possible, and destroyed them in large bonfires.

Dungeons & Dragons was not the only victim, but a host of other 80’s icons such as the Teenage Mutant Ninja Turtles, Care Bears, Transformers, GI Joe, and many others faced similar accusations of satanic influence and evil.  In fact, the whole country was awash in a moral and religious panic over occultism and devil worship.  The subject became the focus of every talk show on TV.  The corporation Proctor & Gamble was accused of being a satanic company due to its centuries old logo, while rumors abounded that it’s president donated much of the company’s profits to The Church of Satan.  Hundreds of childcare workers were imprisoned on the charge of child abuse based on the claim that they had conducted “satanic rituals” on the children.  Many of the kids were toddlers, who were dragged into interrogation rooms and shouted at by detectives until they broke down and admitted to being the victims of weird satanic abuse. BADD head Patricia Pulling made the claim that 8% of the American population were satanists, which at the time amounted to around 20 million people.  When questioned by a reporter where she came up with that number, she claimed that 4% of teens and 4% of adults were satanists, hence 8%.  There was even a ridiculous claim parroted by the media that around 1 million people a year were murdered in occult human sacrifice rituals.  

The war on D&D and the satanic panic ended in the 1990’s when a number of scientific organizations debunked the rumors.  Among them were studies by Centers for Disease Control and the American Association of Suicidology which found that D&D had nothing to do with murder, suicide, or anti-social behavior.  Regardless the stigma is still held by a few.  In 2013, 700 Club leader Rev. Pat Robertson claimed on national TV that D&D, Harry Potter, and other “demonic games” was the source of teen suicide.

Some players may struggle to speak up and fully participate in your RPGs, especially if they are shy or lacking in confidence

Originally posted by strangegirlalone

But your reward will be great if you can reach out to them and find a way to make them feel comfortable, included and important.

Originally posted by raicheando

These are the challenges I live for as a DM.

One of the players in my student group has started opening up and it’s the best thing ever.  


Dungeons & Dragons

The Burntwire Brothers remodeled a room to house their collection of D&D paraphernalia as well as a place to hold game sessions. There are stained glass windows, faux dungeon walls, a metal portcullis, dragon statuettes and a rack of swords. As if the place needs more atmosphere, the Dungeon Master can control the room’s lighting, a fog machine and a strobe from his or her seat at the table.