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In reply to: The Uncanny Resurrection of Dungeons & Dragons | The New Yorker

In 2017, gathering your friends in a room, setting your devices aside, and taking turns to contrive a story that exists largely in your head gives off a radical whiff for a completely different reason than it did in 1987. And the fear that a role-playing game might wound the psychologically fragile seems to have flipped on its head. Therapists use D. & D. to get troubled kids to talk about experiences that might otherwise embarrass them, and children with autism use the game to improve their social skills. Last year, researchers found that a group of a hundred and twenty-seven role players exhibited above-average levels of empathy, and a Brazilian study from 2013 showed that role-playing classes were an extremely effective way to teach cellular biology to medical undergraduates.

I’ve been playing D&D and other tabletop roleplaying games since I was in middle school. Lately, I’ve been wicked excited with the possibilities in GM-less games, like Follow and Kingdom, and if they may have a place on the indieweb?

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