This is dangerous advice:
> Stories can become a way of learning how to face situations we can't control, grapple with loss, and become resilient.
This is true of books, but you can put a book down and walk away. D&D has the potential for social and emotion investment that is far more difficult to walk away from.
Your players need to know what kind of game you are running and aware of what bad things are possible. And you need to be open to ret-conning mistakes that ruined the game for someone because of mis-matched expectations in this regard.
An example from my experiences:
I ended up joining late in an online game that had vampires. I was completely unaware they could take over player characters using mind control. As a result, I got blindsided in the middle of a very emotional point in combat. My character's agency was completely removed by a failed saving throw. There was no recourse, no way out.
The rest of the party knew vampires were dangerous, but no one explicitly told me why. The DM forgot I didn't know what everyone else did.
This was more than just a dick move for me because I had some past traumatic events where the same thing happened to me. Most of the DMs I've encountered were hardliners when it came to rules and events. They'd rather kick a player than ret-con anything. Since I was new to the group, I was worried I'd never be invited to play with them again if I dropped out or said anything.
Fortunately in the next session, the DM realized something had happened and privately asked why I wasn't engaged as much as I was. Ret-conned who got mind-controlled to a player who would have fun with it.