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A typical adventurer party — a small, self-selected group repeatedly exposed to life-threatening situations — will almost certainly show a higher point-prevalence of psychological conditions than the general population. At least one member will often meet criteria for a major disorder, and many others will carry clinically significant symptoms or maladaptive personality traits rather than full diagnoses.

The lack of institutional vetting and the self-selection of thrill-seeking, survival-oriented personalities increases both the probability of pre-existing personality traits/disorders and acquired trauma-related conditions. Common presenting problems (point-prevalence estimates for an active adventuring cohort) are:

Post-Traumatic Stress Disorder / Complex PTSD: The signature disorder for survivors of repeated trauma. Symptoms include hypervigilance, flashbacks, avoidance, and emotional numbing. 25–40% (may be much higher in extremely brutal or betrayal-heavy settings).

Sleep disorders / chronic insomnia (symptom level): Very common after trauma; worsen mood, memory, and impulse control. 20–40%.

Depressive disorders: Chronic fatigue, anhedonia, hopelessness; frequently co-occurs with PTSD. 15–25%.

Anxiety disorders (non-PTSD): GAD, panic, and situation-specific phobias (e.g., claustrophobia in dungeons). 15–30%.

Substance use disorders: Alcohol, recreational drugs, and “potion dependence” as self-medication for PTSD or depression. 10–30%.

Traumatic brain injury / chronic neurological sequelae: Repeated combat wounds or magical trauma leading to cognitive change, mood lability, headaches, and impulsivity. 5–15%.

Dissociative symptoms / severe dissociation: Depersonalization, amnesia, dissociative episodes following extreme interpersonal or battlefield trauma. 1–6%.

Neurodivergence (ADHD, ASD): Pre-existing, not caused by adventuring, but common and influential in group dynamics. 5–15%.
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>>96911846
Personality disorders & maladaptive traits: Because many adventurers display adaptive or subthreshold traits, count 10–20% with clinically significant PDs or impairing personality traits. Full-disorder examples in this population:

Antisocial PD (ASPD): full disorder ~3–5%; antisocial/risk-taking traits higher.

Borderline PD (BPD): full disorder ~1–3%; borderline traits and emotion-dysregulation more common.

Obsessive-Compulsive PD (OCPD) vs OCD: OCPD (rigidity, perfectionism) ~2–7%; true OCD (obsessions + compulsions) ~1–2%.

Paranoid / Schizoid / Schizotypal PDs: combined full-disorder ~5–10%; paranoid and avoidant traits are especially common in a betrayal-prone milieu.

Histrionic / Narcissistic PDs: each ~1–3% (charismatic leaders often show subclinical forms).

Severe mental illness (SMI — schizophrenia, bipolar I): Rare but present; ~0.5–3% depending on setting and access to care.
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>>96911846
>>96911853
Traditional games?
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>>96911846
They can fall apart after the campaign is over. Just like real life.
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>>96911846
>trauma
otherwise known to older generations as "life" or "reality".
>>
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