YOU CAN HANDLE THE TRUTH
Got questions? We have the answers.
Game Rules And FAQs
-
This gaming group type is what is called Sub-clinical. The focus is not on individual, clinical-level mental health therapy, but instead on developing mental health skills and receiving psychoeducation; psychoeducation is defined as coaching or education that gives group members information and context about their mental health. The kind of group that our D&D therapy groups embodies best is a skills development group.
Skills development groups center on introducing and sharpening the skills that members need to cope with difficulties that may damage or exacerbate their mental health. The overall goal lies in strengthening the members’ behavioral and mindfulness resources to help them make positive and adaptive choices and avoid complicating their situation by making suboptimal choices. -
Yes! There is more and more evidence-based research coming out every year on the value of tabletop role-playing games for therapeutic experiences. Multiple universities and psychological journals are publishing research each year on the topic, and you can find therapists across the country utilizing D&D as a tool in their therapeutic tool belt!
Organizations like the American Psychological Association and the National Board for Certified Counselors support certifications such as Certified Therapeutic Game Master, recognizing the psychological value of “real life, lived under imaginary circumstances”.
-
This is for teens ages 13 - 17, and adults ages 18+ who have ever imagined a world where they can be the hero of their own story. The most beautiful aspect of roleplay in the mental health space is that imagination is available to everyone, and the only limitation is your own willingness to explore.
-
Yes! Actually, your teen can’t consent to our services without you! Signing up for a teen game will require the consent of a parent or guardian.
We strive to make sure our teen spaces are safe, inclusive, and most importantly peace of mind for parents.
-
Your guide to adventure is one of our passionate therapeutic game masters, a facilitator who’s experience weaves seamlessly between fantasy and real-world mental health application.
-
Those with severe mental health disorders who are frequently in crisis and require more specific clinical support that is outside of the gaming group sphere.
-
We utilize primarily a safety tool called the Luxton Technique which allows for players to have agency in recognizing, addressing, and moving forward when an aspect of gameplay triggers a major emotional response.
-
To quote D&D’s official website, “In Dungeons & Dragons, the players form an adventuring party who explore fantasy worlds together as they embark on epic quests and level up in experience. There’s no winning or losing in D&D—at least, not in the conventional way.
At its heart, D&D is a game that focuses on storytelling. The dice just help you along. Everything is your decision, from what you look like, to how you act, to what happens next.
The collective creativity in your D&D game builds stories that you’ll tell again and again—ranging from the stuff of legend to absurd incidents that’ll make you laugh years later.” We here at The Quest don’t own D&D, but we love it fiercely and believe in its value as a mental health tool and the most fun you can have with a twenty-sided die!
-
Each game session is usually 3 hours long, and has a max of 4-5 Players. Each game session is run by a Therapeutic Game Master (T-GM!), a game master who has the experience needed to make your roleplaying experience enriching and your growth a reality.
Typically, the first 10-ish minutes of the session will be catching up on the events of a prior session or the world at large, making sure everyone is ready for the game to come, or perhaps hearing a brief bit about how group members used their skills throughout the prior week. Then, for the rest of the session the game is played and players have the chance to interact with the world, the story, and the other characters in the world by utilizing chances to act in ways they would want to behave or act outside of the game. In the last 10 to 15 minutes of the session, Players and their T-GM debrief and review things we liked about our actions, things we wish had gone differently, and support each other by encouraging group members who did well that session.
After a session there will be a recommended journaling prompt area in the Discord; this is an opportunity to recount the events of the game in first person (speaking as your character!). This not only serves as a chance to keep track of your adventure, but also a chance for you to take your time and explore why you act the way you do in-character, and how you’ll tackle the problems ahead of you using the skills your character has that we want to embody. It allows for other characters who are part of your Guild to bear witness to your mighty deeds, as well as provides you a point of Inspiration for your next adventure!
-
Most of our games will feature our West Marches-style campaign setting, “The Expedition of Atollamu”. This is an original world setting that you can learn more about HERE.
-
The defining features of a West Marches campaign include irregular session times (meaning that sessions are scheduled by players and game masters based on their availability, not regularly-kept “strict” weekly scheduling), an irregular party (characters involved in each session are drawn from available player characters and also by character level) and involve player choice (i.e., if a player does not like the idea of hunting giant mutant rats in the settlement sewers, they can skip that mission and choose to play in a different game where your characters are tasked with mapping out an ancient fortress! Variety is the spice of life.~)
Beyond these, West Marches games tend to include the following:
Session reports and other information about experiences are always shared between every participant in the campaign, whether they were present in a specific session or not. This keeps people informed about changes in the game world and lets any combination of players follow up on new quests and story hooks via in-character journals. Players who post first-person journals from their character’s perspective begin their next game session with a point of Inspiration (a free re-roll of a d20).
There is a shared geographical map that the players are mapping, discovering, and establishing in each session played. the world changes for every character, even if they were not part of the group that made the discovery/change.
-
Absolutely not! Our groups are very beginner friendly, and there will be time before, during, and after Session 1 to learn how to play, how to create a character sheet, how to interact with a virtual game board, and how to engage with the mechanics of the game.
-
There is no such thing as a typical Quest game! Your game may open with very specific details or instructions surrounding the goal, or you may find yourself starting in a dark alley with no memory of the day before and an apparent mystery on your hands.
All players are part of the world through our Discord server and will have lots of input along the way to create the world’s landscape and the outcomes of each session! -
If you're a Member (individual or multiplayer) we do not refund individual games or months that have already been billed. We humbly request that our expeditioners attend the sessions they sign up for and maintain good communication with their T-GM.
For games purchased a’la carte a 48 hour cancellation window where players can cancel consequence-free outside of that window. If they cancel or no-show inside of that window, we do not offer refunds.
-
It depends on the degree of the issue in question. If you have observed another group member engage in activities or communication that dishonors the spirit of respect and cooperation that the game embodies, please alert your group leader and they can attempt to offer resolution.
-
Yes! In addition to a’la carte game sessions, we offer monthly memberships for both Single Player and Multiplayer game experiences!
See HERE for more details. -
We are more than happy to answer general questions at Hello@thequesttherapy.com.
We also offer a 60 minute “Quest 101: Orientation To Adventure” sessions designed to be your gateway to the world of The Quest, click HERE to see all of our game types!
READY TO PLAY?
BEGIN YOUR JOURNEY, DISCOVER YOUR GAME MASTER, AND BUILD YOUR CHARACTER. THE QUEST AWAITS.

