Using Table Top Role Playing Games in Therapy
Tabletop role-playing games, RPGs (the most recognisable example being ‘Dungeons & Dragons’), are enjoying something of a renaissance at the moment, after almost half a century of being derided (sometimes even feared) by many as activities that only attract ‘social misfits’. Now a vibrant worldwide industry, played by millions, watched- and listened to by millions more, and championed by some very prominent celebrities, RPGs see players creating fictional characters and telling communal stories about their exploits--aided, when necessary, by the judicial use of dice to determine any unforeseeable outcomes.
Utilised in a therapeutic setting, RPGs enable clients to explore and challenge their presenting issues from a ‘safe distance’, using fictional characters to confront feelings and situations that might otherwise be too overwhelming to think or talk about, even within the ostensible security of the therapeutic relationship. It makes use of various psychological phenomena--trait identification, projection, empathy, transference, parasocial relationships--to help clients view their difficulties through the lens of an ‘other’, and encourages actualisation by relating to their characters and reflecting on their behaviours, as well as by ‘practising’ alternate ways of being, without the risk of any punishment or backlash. This approach is particularly useful for younger clients, as well as those who struggle to engage with sessions, or are of a creative persuasion.