One of the I think overlooked effects of ttrpgs is that your weekend game with friends is an entirely safe space to be a conspiracy theorist. In the real world, things “just happen” - either randomly or as a result of complex factors out of your control or understanding - and it’s tempting to give them some kind of overarching motive, or place them in the hands of say, the government, because surely something this devastating has to be the result of knowledge and deliberate action
Whereas in the carefully constructed game world, things are rarely random or unconnected. There usually IS a secret cult, powerful bad guy or shadowy force of nature that connects all the dots neatly and cleanly - this seems to be a pretty modern development, incidentally, a lot of older (80s/90s or emulating the games of that era) ttrpgs love random shit happening for no reason and actively encourage you to have things that are not connected to or explainable by the main plot, whereas nowadays some otherwise respectable game designers will act like a randomised table is a scary bug that crawled out from under a rock - and putting together a murder board with your friends is just engaging with the game. The fact that the GM is retroactively tying in the connections you’ve made just exacerbates the fundamental human urge to Make Things Make Sense
To be clear I don’t know if this is Good but I am aware that it’s much more fun and less stressful when there is a conspiracy that I can understand and also stab, which gives me more empathy for the real life conspiracy theorists, but not really that much more tolerance



















