Dread Trident
Tabletop Role-Playing Games and the Modern Fantastic
Publisher: Liverpool University Press
Date of Publication: 27 November 2019
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Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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Product details:
ISBN13: | 9781789620573 |
ISBN10: | 17896205711 |
Binding: | Hardback |
No. of pages: | pages |
Size: | 239x163 mm |
Weight: | 514 g |
Language: | English |
165 |
Category:
Short description:
Dread Trident focuses on tabletop role-playing games as vital mechanisms in the increasing creation of ?realized worlds? in modern culture. We often think of these as emerging from novel reading, film viewing, or video game playing; rarely do we consider the worlds of analog games, such as Dungeons and Dragons.
Long description:
'Dread Trident sets a novel and rewarding precedent for future research that melds literature studies and game studies... [It] is an impressive investigation into embodiment, play, and posthumanism, in order to synthesize previously understudied connections at work in TRPGs. Carbonell expertly moves between fields of study, from discussions of transhumanism and posthumanism, to literary theory, to game studies, and even between genres even within analog games.'
Adrianna Burton, Analog Game Studies
Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. 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.
The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme example of depth within its archive of official and unofficial published material, stretching back four decades. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. 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.
Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. Reworking Northrop Frye?s definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.
'Dread Trident sets a novel and rewarding precedent for future research that melds literature studies and game studies... [It] is an impressive investigation into embodiment, play, and posthumanism, in order to synthesize previously understudied connections at work in TRPGs. Carbonell expertly moves between fields of study, from discussions of transhumanism and posthumanism, to literary theory, to game studies, and even between genres even within analog games.'
Adrianna Burton, Analog Game Studies
Table of Contents:
1. Introduction: Theorizing the Modern Fantastic
2. The Posthuman in the Schismatrix Stories and Eclipse Phase
3. Dungeons and Dragons' Multiverse
4. Worlds of Darkness: From Gothic to Cosmic Horror
5. Lovecraft's (Cthulhu) Mythos
6. Warhammer 40,000: A Science Fantasy Epic
7. Beyond Borders with Miéville, Wolfe, and Numenera
8. Conclusion
2. The Posthuman in the Schismatrix Stories and Eclipse Phase
3. Dungeons and Dragons' Multiverse
4. Worlds of Darkness: From Gothic to Cosmic Horror
5. Lovecraft's (Cthulhu) Mythos
6. Warhammer 40,000: A Science Fantasy Epic
7. Beyond Borders with Miéville, Wolfe, and Numenera
8. Conclusion