![]() Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. The Mythos of HP Lovecraft also features prominently in the book as an example of a realized world that spans the literary and gameist modes. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. It also acts as a supreme example of depth within its archive of official and unofficial published material, stretching back four decades. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. The book explores a number of case studies of foundational TRPGs. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode. 98), a Chaos weapon used to corrupt Horus and described in the second Horus Heresy novel, Graham McNeil's False Gods (2006).ĭread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. The sparks that ignited massive interest in the 30k period, the time of the Horus Heresy, led to the first.
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