In the spring of 2026, three college students in the United States are struggling. With mounting discourse and legislative action from politicians putting their identities, their communities, and their safety in jeopardy, they turn to a hobby to help themselves escape: “Dungeons & Dragons (D&D).” These three “witches” and their Dungeon Master (Hecate) use role-playing games as a way to process living in a world that is hostile to them, and to fantasize about what a better world might look like.