THE PRISM BREACH

Welcome to the Prism Breach

What it is:
The Prism Breach is a cooperative TTRPG designed as a vision therapy session for two to four players. Set within the circular Prism Hall, a chamber of glass and light, players must work together to restore a fractured Prism that once kept the world’s vision clear. As the Prism’s light scatters, heroes must journey through shifting paths of glowing sigils and mirrored bridges to face the Prism Warden and realign reality.

Tone & Feel:
Radiant · ethereal · crystalline · cooperative · luminous

Think floating crystals, rotating reflections, glowing sigils, mirrored tiles, and refracting light.

Therapeutic Lens:
Each environment is intentionally designed to embed:

  • Near-point copying

  • Visual attention

  • Visual scanning

  • Figure-ground processing

  • Visual-motor control

  • Sustained attention

  • Visual discrimination

  • Visual memory

  • Spatial mapping

  • Near-far shifts

All therapy tasks are concealed within a cohesive fantasy narrative, maintaining immersion while delivering structured visual-perceptual intervention.


THE PRISM BREACH – GM SCRIPT

Who this is for: Occupational Therapists running a group TTRPG-style vision therapy session (2–4 players)

HOW TO USE THIS MODULE

●      You may read all READ ALOUD sections verbatim.

●      Follow GM DO THIS instructions to set up tasks.

●      Dice rolls add narrative tension, not success/failure of the therapy task.

●      Encourage players to talk, plan, and help each other.

●      Allow creative stat use if it supports engagement.

BEFORE YOU START

GM DO THIS:

●      Seat players so they can see each other’s work if appropriate.

●      Place:

○      Dice (2d6 per player or shared)

○      Character sheets

○      Pencils

○      Blank paper

●      Keep all worksheets face-down until instructed.

READ ALOUD:

“Today we’re going to play a short tabletop role-playing game together.  I’ll describe the world. You’ll tell me what your characters do. Sometimes we’ll roll dice to see how things go, but working together is how you’ll really succeed.”

SCENE 1 – THE PRISM HALL

Therapeutic Focus: Near-point copying · visual attention · group pacing

READ ALOUD:

“You stand inside the Prism Hall, a circular chamber made of glass and light.  Floating crystals rotate slowly above you, each reflecting a different kind of hero. The Prism once kept the world’s vision clear — but it has fractured. Only a balanced group can restore it.”

GM DO THIS:

●      Place the archetype and stats sheet in the center or at a shared viewing distance.

●      Each player must copy their chosen archetype info onto their own sheet.

SAY:

“Choose a hero and carefully copy their details. Help each other if someone misses something.”

GROUP ROLL: Everyone rolls Mind (one at a time or together)

●      10+ → “Your reflections sharpen as the Prism recognizes you.”

●      7–9 → “The light flickers, but stabilizes.”

●      6- → “The Prism scatters briefly — regroup and continue.”

READ ALOUD:

“As the last reflection settles, the hall brightens. A beam of light splits into multiple paths ahead — each pulsing in a different rhythm.”

SCENE 2 – THE SHATTERED PATHS

Therapeutic Focus: Visual scanning · figure–ground · teamwork

READ ALOUD:

“The paths ahead are covered in glowing sigils — some solid, some unstable illusions. If even one of you steps on the wrong symbol, the whole path resets.”

GM DO THIS:

●      Place one large cancellation worksheet where all players can see it.

●      Assign each player a symbol to monitor, but don’t tell them which is theirs yet.

SAY:

“Each of you is responsible for finding only the stable symbols. Call them out as you find them.” You can also have each player circle theirs if that works better for your group. More copies of the task can be printed out if it makes sense for each player to have their own.

ROLL: Player roll Mind or Luck to identify their targets

●      10+ → Clearly identify correct targets

●      7–9 → Slight hesitation; confirm together

●      6- → Illusions dominate; slow down and retry

(Players complete the worksheet collaboratively or on their own)

READ ALOUD:

“As the final stable symbol is marked, the false paths dissolve. The group crosses safely together.”

SCENE 3 – THE MIRROR BRIDGE

Therapeutic Focus:  Visual-motor control · sustained attention · pacing

READ ALOUD:

“A narrow bridge of mirrored tiles stretches across a glowing void. Each tile reflects differently depending on where you stand. One wrong move, and the reflection shatters.”

GM DO THIS:

●      Give each player their own tracing worksheet

●      They must complete it in turn order, not simultaneously

SAY:

“You’ll cross one at a time. When it’s your turn, trace your path carefully.”

ROLL DURING TASK: Agility

●      10+ → “Your step is steady.”

●      7–9 → “The bridge wavers, but holds.”

●      6- → “The reflection fractures and you stumble, take one hit.”

(Group waits and watches; encourages quiet attention.)

READ ALOUD:

“As the last of you reaches the far side, the bridge seals behind you, whole once more.”

SCENE 4 – THE PRISM LOCK

(Visual Discrimination & Shared Memory)

Therapeutic Focus:
 Visual discrimination · memory · cooperative problem-solving

READ ALOUD:

“A massive crystal lock blocks your way. Inside it, overlapping symbols rotate — only some belong to the true Prism pattern.”

GM DO THIS:

●      Place spot-the-difference sheets

●      Option A: Each player gets a different version

●      Option B: Pairs share one sheet

SAY:

“You must identify only the symbols that do not belong. Talk it out before marking anything.”

ROLL: Group chooses one roller (Mind or Heart)

●      10+ → “The pattern clicks.”

●      7–9 → “You debate, then agree.”

●      6- → “The lock resists. Re-examine together.”

READ ALOUD:

“The crystal hums, then splits open. Light pours forward — the Prism Core awaits.”

SCENE 5 – THE PRISM WARDEN

Therapeutic Focus:  Near–far shifts · spatial mapping · shared attention

READ ALOUD:

“At the heart of the Prism floats its final defense — the Prism Warden. It refracts itself across space, never staying still unless you all keep track of it.”

GM DO THIS:

●      Keep one master map visible but out of reach

●      Give each player a blank map

ENEMY: Prism Warden
 Hits: 6 (shared enemy)

SPECIAL RULE – REFRACTION
 At the start of each round, the Warden shifts.
 Each player must update their assigned element.

COMBAT FLOW (repeat):

  1. Update maps

  2. One player acts

  3. Roll appropriate stat

  4. Resolve

  5. Rotate acting player

ROLL RESULTS:

●      10+ → Success; Warden loses 1 hit

●      7–9 → Success with complication

●      6- → The Prism fractures; reposition required

ENDING – READ ALOUD:

“With a final crack of light, the Warden shatters — not destroyed, but released. The Prism realigns. Colors sharpen. Depth returns.”

EPILOGUE

READ ALOUD:

“The Prism Hall is quiet now. The crystals no longer fracture your reflections, they strengthen them. The world beyond is clearer… because you worked together to see it whole.”


Evidence:

While the effectiveness of TTRPGs in vision therapy have not been published at this time, the evidence available suggests a positive impact. Check out the Rehab Arcade’s TTRPG page for more information about this.

Below is evidence in support of the specific interventions used throughout this one-shot:

Visual Search

Paper Tasks

Cancellation Tasks

Visual Scanning

Vision Recommendations

OT and Vision