SÄRÖT trilogy was a pilot project, testing and developing Nordic Larp as a method in mental health- and substance abuse work. The larps took place in southern Finland in autumn 2020 and illustrated the experiences of mental health patients, substance abusers, and their bystanders. Data was collected from all three larps, and from their preparations and follow ups, aiming to figure out: -How did SÄRÖT impact its participants well-being? -What features of SÄRÖT were transformative? and -How could SÄRÖT be further developed into an actual method for mental health- and substance abuse work? Multiple methods, including WHO5 questionnaire, observation, workshops, email interviews, and free feedback, were used to gather versatile data out of a relatively narrow pool of respondents. Although WHO 5 is not a diagnostic tool, it has been successfully used to measure change in (experienced) well-being in art therapy groups1. Triangulation and theme analysis were used to analyze the data. Most of the WHO5 answers from before the games differed from the ones after the games, indicating a change in their well-being. In the interviews, observation, and free feedback the respondents reported changes in the way they experience their current situation in life. A new willingness for discussion or receiving help came up in several feedbacks and interviews. Some reported having processed their own traumas, gaining tools for dealing with e.g., PTSD, or making active changes such as applying for a new job, getting help for mental health issues, or turning to social workers because of the SÄRÖT experience. According to Moreno2, empathizing with the portrayed character is transformative. It also enables facing reality from a new perspective, providing tools for our own lives3. SÄRÖT is an example of this transformativity. However, the most impactful part of SÄRÖT were the workshops and conversations after the games, which is reminiscent to replication therapy4. SÄRÖTs transformativity was partly caused also by SÄRÖT having an objective, and the participants being aware of it. SÄRÖT has potential to become a purposeful tool for healthcare, service, or a product, if it is further developed with health care professionals and larp-designers. 1 Zubala et al. 2016; Topp et al. 2015 2 Moreno 1946 3 Carlson 2004, 75 4 Serbin & Allen 1968; see also Lehto 2021, 76