Shared Fantasy: Role Playing Games as Social Worlds by Gary Alan Fine

By Gary Alan Fine

This vintage learn nonetheless presents essentially the most acute descriptions on hand of a frequently misunderstood culture: that of myth position enjoying video games like Dungeons & Dragons.

Fine's research of the intricacies of role-playing in context incorporates an expert and acuteness denied to mere observers.... His within wisdom allows him to make tremendous differences within the techniques and capabilities of those video games which are misplaced to such a lot outdoors analysts." - invoice Ellis, magazine of yank Folklore "As an ethnography of fable role-playing video games and avid gamers, Fine's publication respects his topics and honors the complexity in their company. And as an research of the overlap among that global and different extra accepted worlds, Fine's publication either honors and clarifies the nonetheless awesome talents we however take lots for granted.

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Extra resources for Shared Fantasy: Role Playing Games as Social Worlds

Sample text

And then it was limited. GAF: Why was that? M ark: Well, it started interfering with those people who wanted to play board games and some of the other things. [Person­ al interview] A similar situation occurred at the University of Minnesota gaming club, where FRP games were also prohibited for a time. Within a few years after the games were marketed people recognized that the group playing them was significantly different from war gamers. As often happens when stereotyping is present, members of the subsociety respond to the views of others.

A player will therefore “ go for broke,” and play without considering the long-term development of his character. If the character gets killed, no matter—the character will not be used again. A third feature of convention play is the varied background of players. Attenders start games with players from other parts of the country. Despite the rulebooks, all groups modify these rules or interpret them differently. At conventions one must negotiate differences quickly, and create a lingua franca. Players do this by sticking to the rules closely and by allowing the referee to have full authority to interpret rules according to his own style of play.

The basic set o i D & D \s only $5, but by the time that one has purchased the advanced manuals one will have spent well over $50. A subscrip­ tion to The Dragon currently (1979) costs $24 for twelve issues, and TSR Hobbies regularly publishes play aids for their games: new fantasy maps, or dungeon modules. “ Service industries” have evolved to meet the needs of FRP gamers by supplying fantasy maps, graph paper for designing dungeons, information sheets about legendary creatures, dice of various number of sides (four-, six-, eight-, twelve-, and twenty-sided dice are used in the games), t-shirts, and even a novel based on a D & D scenario (Norton 1978).

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