Curtis D. Carbonell
- Published in print:
- 2019
- Published Online:
- May 2020
- ISBN:
- 9781789620573
- eISBN:
- 9781789629644
- Item type:
- chapter
- Publisher:
- Discontinued
- DOI:
- 10.3828/liverpool/9781789620573.003.0003
- Subject:
- Society and Culture, Cultural Studies
This chapter analyses Dungeons and Dragons (D&D) as a case study for the investigation into how a seminal fantasy imaginary world has been represented through 40 years of gametexts. It does so by ...
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This chapter analyses Dungeons and Dragons (D&D) as a case study for the investigation into how a seminal fantasy imaginary world has been represented through 40 years of gametexts. It does so by focusing on the grand metaverse within which players play this game. It sees in the construction of this metaverse critical elements that facilitate the harmonization of the different settings. For example, the different ‘planes’ of existence, as well as a godswar demonstrate how the designers have consistently crafted these imaginary worlds with both an ability to embrace highly textured and disparate details, as well as a sense of continuity and cohesion. This chapter addresses several of the most popular settings, such as Mystara, Greyhawk, Ravenloft, Krynn, Spelljammer, and Planescape. It focuses on the Forgotten Realms as a stellar example of how a fantasy gameworld develops as a shared universe into a realized world.Less
This chapter analyses Dungeons and Dragons (D&D) as a case study for the investigation into how a seminal fantasy imaginary world has been represented through 40 years of gametexts. It does so by focusing on the grand metaverse within which players play this game. It sees in the construction of this metaverse critical elements that facilitate the harmonization of the different settings. For example, the different ‘planes’ of existence, as well as a godswar demonstrate how the designers have consistently crafted these imaginary worlds with both an ability to embrace highly textured and disparate details, as well as a sense of continuity and cohesion. This chapter addresses several of the most popular settings, such as Mystara, Greyhawk, Ravenloft, Krynn, Spelljammer, and Planescape. It focuses on the Forgotten Realms as a stellar example of how a fantasy gameworld develops as a shared universe into a realized world.