Contrary to what the madness of the "Satanic Panic" of the 1980s taught me, it turns out tabletop roleplaying games like
Dungeons and Dragons don't
cause suicide, but might just be a really great prescription for robust mental health. How can a game involving mind flayers and intellect devourers do this? Jane McGonigal's book,
Reality is Broken has some answers for you!
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