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.