Explain the therapeutic model behind IFS/HeartSync to 13-year-old me, who was really into D&D.
ChatGPT Prompt
1. The Party Inside You
Imagine your inner world is like a D&D campaign. You’re the Dungeon Master (DM), but instead of managing a party of adventurers on a quest, you’re managing parts of yourself—each with its own role, personality, and backstory.
There are two major types of characters in this party: Orphans and Guardians.
1.1 Orphans: The Wounded Heroes
Orphans are like the fragile but brave adventurers who got caught in a bad trap early on. Maybe they lost something important—trust, safety, or love—and now they carry the scars of those old wounds.
- Traits: Vulnerable, hurt, and stuck in the past.
- Behavior: They might hide in the shadows, afraid of getting hurt again, or call out for help in unexpected ways (like making you feel sad or anxious for no clear reason).
- Goal: They just want to feel safe, seen, and loved.
Think of Orphans as the characters you need to protect and heal so they can join the team fully.
Learn more about Orphans in the Internal Family Systems (IFS) model
1.2 Guardians: The Tough Protectors
Guardians are like the grizzled veterans in the party. They saw what happened to the Orphans and swore, “Never again!” These characters will do anything to protect the Orphans, even if it means acting a little extreme.
- Traits: Strong, determined, but sometimes overzealous.
- Behavior: They might throw up walls to keep people out (hello, sarcasm and anger!) or distract you with endless side quests (ever binge-watch a whole series instead of dealing with your problems?).
- Goal: They’re not trying to ruin your life—they just don’t trust the world to keep you safe.
Guardians can feel like the annoying NPC who blocks your path, but really, they’re just trying to help.
Read more about Protectors in the HeartSync model
2. The Role of the DM (That’s You!)
In this inner campaign, your job as the DM is to bring balance to the party. You don’t have to banish the Orphans or fight the Guardians; instead, you work with them to unite the team.
The key is to stay curious and compassionate, like a wise bard who listens to everyone’s story. Here’s how:
2.1 Talk to the Orphans
When an Orphan shows up (like when you feel hurt or scared), pause and imagine asking them:
- “What happened to you?”
- “What do you need right now?”
Orphans often just want someone to listen and reassure them they’re safe.
2.2 Negotiate with the Guardians
Guardians aren’t the enemy—they just need to know you’ve got things under control. Try asking them:
- “What are you protecting me from?”
- “What would it take for you to trust me?”
When they see that you’re strong enough to handle things, they’ll step back and let you lead.
3. The Quest for Wholeness
Your ultimate goal is to bring the Orphans and Guardians together as allies in your inner world. This means healing old wounds and building trust within yourself.
In D&D terms, this looks like:
- Leveling Up the Orphans: When you heal their wounds, they gain strength and become your greatest sources of creativity and courage.
- Reassigning the Guardians: Once they trust you, they can stop guarding the Orphans so fiercely and start doing other useful tasks (like being your strategic planner or motivator).
Explore the therapeutic journey in IFS here
4. The Big Reveal: Your True Self
Beneath the Orphans and Guardians, there’s one more character in your party: Your True Self. This is like the epic-level champion you forgot you created at the start of the game. Your True Self is wise, kind, and always ready to lead.
When you let your True Self take the DM role, the whole party works together toward the ultimate goal: living your life with purpose, joy, and balance.
Learn more about the True Self concept in IFS
5. Tips for Your Inner Campaign
- Be Curious: Approach your inner parts like NPCs with unique backstories.
- Show Compassion: Even when a part seems annoying, remember it’s trying to help.
- Seek Allies: If you get stuck, imagine calling in a mentor character (like a cleric or wizard) to guide you.
Your inner world is vast and full of potential. When you learn to guide your Orphans and Guardians, you become the hero of your own story. And who knows? Maybe one day, they’ll thank you for being the best DM they’ve ever had.
Good luck, adventurer!

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