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Author: Lizzie Stark
ISBN : B0087HWD44
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Format: PDF, EPUB
You can download Free Download Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games from mediafire, rapishare, and mirror link Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.Download latest books on mediafire and other links compilation Free Download Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games
- File Size: 1067 KB
- Print Length: 274 pages
- Page Numbers Source ISBN: 1569766053
- Publisher: Chicago Review Press (May 1, 2012)
- Sold by: Amazon Digital Services, Inc.
- Language: English
- ASIN: B0087HWD44
- Text-to-Speech: Enabled
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- Lending: Enabled
- Amazon Best Sellers Rank: #604,435 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Free Download Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games
I tore through Leaving Mundania over the course of several hours upon receiving the book in the mail, riveted by the various accounts of live action role-playing contained within: convention larps, boffers, military simulations, reenactment groups, parlor-style Cthulhu, and Nordic Larp. Though the author does not self-identify as a larper, she manages to succeed where most other journalistic representations of larp fail. Stark invested over three years of her life into exploring local subcultures of larp in the Northeast United States, then travelled to the Nordic larp convention Knudepunkt in Denmark for the climax of this brilliant exploration of larp communities.
Her stalwart dedication to her craft is evident in each richly-layered page; not only did Stark immerse herself into the lives of her subjects, but she also took the plunge into uncertain waters, exploring a multitude of different game styles and theoretical approaches to larp, despite her self-confessed apprehensions. Stark's clever voice never overshadows her vivid, respectful depictions of her interview subjects; her savvy wit never slashes to bits the activity that these individuals hold in such reverence. Other American journalists often fail to delve deeper than the surface of the complex tapestry of role-playing communities, preferring instead to treat participants like exotic animals at a bizarre zoo. Such an approach would have been easy for Stark, as the stigma towards larp remains deeply embedded in the history of the hobby in America, the threads of which the author artfully summarizes in her chapter, "Closeted Gamers and the Satanic Panic." Instead of cheap potshots or sensationalist exaggerations, Stark invests herself completely in her project.
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