A Beginner’s Guide to Healing Through Play
When people hear “therapy,” they often picture a couch, a clock, and careful conversation. But healing doesn’t always look like talking. Sometimes, it looks like choosing a character, facing a monster, and making a decision that feels terrifyingly familiar. This is the power of tabletop and live-action therapeutic roleplaying games.
One type of transformative game is a therapeutic game. At their core, therapeutic games are structured play-based experiences designed to help people explore emotional challenges, build resilience, and practice (in a safe space) new ways of thinking or behaving. What makes them therapeutic is how they’re facilitated, what they make possible, and who they help you become.
A Different Kind of Safe Space
Good therapy and good games share a specific foundation: Psychological safety. In therapeutic RPGs (roleplaying games) or LARPs (live action roleplaying games), players are guided through consent-based rules, content warnings, and character boundaries. These safety structures create a space where vulnerability becomes possible. When a player knows they can opt in or out, they’re more likely to take emotional risks because they have ultimate control over whether and how to engage. Note that this aligns with trauma-informed care principles, including empowerment, voice, and choice (SAMHSA, 2014).
Players are introduced to consent-based mechanics, session zero discussions, and safety tools like the X-card or tap-outs. There are content warnings, clearly defined character boundaries, and ongoing check-ins. Players know they can pause the game, shift direction, or opt out entirely. And they know that choice will be respected without question.
This matters for the players. But particularly for players with trauma. Because when someone has been denied agency in the past, being handed it back (in a structured and supported way) can be profoundly healing. Having control over whether and how to engage allows players to test the edges of vulnerability without falling over the cliff.
This design aligns with the core principles of trauma-informed care: empowerment, voice, choice, safety, and trustworthiness (SAMHSA, 2014). But it also just makes good design sense. Because when people feel safe, they take creative risks. They open up. They explore parts of themselves they normally keep guarded. And that’s where the work begins.
Practice Without Pressure
Unlike real life, games offer a do-over. You can try something risky such as saying no, asking for help, or leading a group. And if it doesn’t go how you wanted, the stakes are manageable. This is a kind of experiential rehearsal, a space to try on new behaviors before taking them into the real world. There is research in cognitive-behavioral therapy that supports the idea that behavioral rehearsal (otherwise known as roleplay) improves real-life coping skills (Beidas et al., 2014).
What makes therapeutic games different from traditional talk therapy is that the rehearsal is embedded in a narrative. You’re standing your ground as a rebel captain, a village healer, or a spy with a secret. That layer of story creates just enough distance to lower defenses. It lets players experiment with difficult emotions and choices without feeling directly exposed. As drama therapist Sue Jennings notes, stepping into a role allows individuals to safely explore parts of themselves they might otherwise avoid (Jennings, 1998). It’s not exactly you making that choice…until your nervous system remembers what it feels like, and it quietly becomes yours.
And because the consequences are fictional, players are more willing to take emotional risks. They learn through experience what it feels like to speak up, to be supported, to survive a confrontation. Each of those moments lays down new pathways in the brain for responding when similar challenges show up outside the game.
Therapeutic games don’t just teach coping. They let you feel what coping feels like. That difference, the felt experience over abstract instruction, is where a lot of the healing happens.
Stories That Change Us
Stories are how we make meaning. Therapeutic games use collaborative storytelling to help players process real experiences through symbolic ones. Players often bring parts of themselves into their characters (sometimes consciously, sometimes not). And when a character grows, that growth often crosses back over. This phenomenon is sometimes called “bleed,” where emotional experiences in character affect the player and vice versa (Bowman, 2010).
But bleed isn’t just a quirk of gameplay. It’s a mechanism of transformation. When someone sees their own fear, hope, or grief reflected in a character’s arc, it allows for what narrative therapy calls “externalization” (White & Epston, 1990). This shift lets the player observe their experience from a safer distance while engaging with it, shaping it, and sometimes rewriting it.
The co-creative nature of RPGs and LARPs also means that stories aren’t imposed. They are discovered. And that discovery can lead to what psychologist Jerome Bruner described as narrative re-authoring: Reshaping how we see ourselves by changing the stories we tell about who we are (Bruner, 2004).
Characters may be fictional. But the meaning we make through them is not. The experience of embodying strength, compassion, or change in-game has the potential to leave lasting psychological impressions. This is especially true when the game is properly framed and the players are given time and support to debrief, reflect, and connect it back to their real-life narrative.
The Group is the Magic
One-on-one therapy offers insight… but therapeutic games are often played in groups. This adds more levels of connection, empathy, and “vicarious learning” (studies in group therapy show that witnessing others’ breakthroughs can be as healing as having your own: Yalom & Leszcz, 2020). Watching someone else find their voice in-game can help you find yours. Supporting someone else’s healing can give meaning to your own.
Beyond shared storytelling, the group dynamic in games fosters what Irvin Yalom called universality: The realization that others struggle too, and that you’re not alone in what you carry (Yalom & Leszcz, 2020). This principle is especially powerful in games where characters face emotional or moral dilemmas that echo what’s happening in the real world.
Therapeutic games also allow for interpersonal learning (another of Yalom’s group therapy mechanisms) by giving players immediate feedback on how they show up in relationships (Yalom & Leszcz, 2020). In-character conflict, collaboration, or support often reflects the player’s out-of-character habits which can provide insight through action instead of analysis.
These dynamics are also supported by research in psychodrama and applied theatre, which show that shared roleplay can deepen trust, build empathy, and foster mutual understanding. J.L. Moreno, the founder of psychodrama, emphasized that participants “live through” alternative choices in group roleplay, promoting insight and interpersonal change (Moreno, 1946). More recent reviews affirm that dramatic and embodied group practices contribute to emotional expression and group cohesion (Snow, D’Amico, & Tanguay, 2003).
The fictional space makes emotional exposure more tolerable… but the connection that happens between players is very real.
And when a group processes the story together afterward, through structured debrief, it becomes more than a game. It becomes a shared experience of meaning-making, where each person’s insight becomes a resource for the others.
Therapeutic games aren’t a replacement for therapy. But they are a powerful complement. And in some cases, they are the most accessible or effective entry point for healing. For many players, it’s the first time they’re invited to be the hero of their own story.
References:
- Beidas, R. S., Cross, W., & Dorsey, S. (2014). Show Me, Don’t Tell Me: Behavioral Rehearsal as a Training and Analogue Fidelity Tool. Cognitive and Behavioral Practice, 21(1), 1–11.
- Bowman, S. L. (2010). The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity. McFarland.
- Bruner, J. (1987). Life as Narrative. Social Research, 54(1), 11–32.
- Jennings, S. (1998). Introduction to Dramatherapy: Theatre and Healing – Ariadne’s Ball of Thread. Jessica Kingsley Publishers.
- Moreno, J. L. (1946). Psychodrama and Group Psychotherapy. Sociometry, 9(3/4), 249–254.
- SAMHSA. (2014). SAMHSA’s Concept of Trauma and Guidance for a Trauma-Informed Approach. U.S. Department of Health and Human Services.
- Snow, S., D’Amico, M., & Tanguay, D. (2003). Therapeutic Theatre and Wellbeing. The Arts in Psychotherapy, 30(2), 73–82.
- White, M., & Epston, D. (1990). Narrative Means to Therapeutic Ends. Norton.
- Yalom, I. D., & Leszcz, M. (2020). The Theory and Practice of Group Psychotherapy (6th ed.). Basic Books.