The Modern Nerd's Guide to LARPing


Book Description

"LARPing, or live-action role playing, is one of the hottest hobbies today. Its devoted participants develop detailed characters, inventing names and personalities, as well as costumes and props. The improvisational nature and opportunity for creativity at LARP events makes for a new experience every time. Readers will dive headfirst into this fascinating pastime, guided by experienced LARPer and writer Michael Sciandra through the ins and outs of participation. Age-appropriate engaging text and full-color photography from actual LARPers brings readers into this whole new exciting world."




The Modern Nerd's Guide to LARPing


Book Description

LARPing, or live-action role playing, is one of the hottest hobbies today. Its devoted participants develop detailed characters, inventing names and personalities, as well as costumes and props. The improvisational nature and opportunity for creativity at LARP events makes for a new experience every time. Readers will dive headfirst into this fascinating pastime, guided by experienced LARPer and writer Michael Sciandra through the ins and outs of participation. Age-appropriate engaging text and full-color photography from actual LARPers brings readers into this whole new exciting world.




A Guide to Manga, Anime and Video Game Cosplay


Book Description

Do you find yourself sat at home wishing you could be in your favorite video game? Or dream of a time when you pretended you were Sailor Moon? Or do you want to embody your Dungeons and Dragons character for real? What’s holding you back? Maybe you need to introduced to cosplay! Cosplay is a phenomenon that is taking over the world. If you haven’t seen it yet, have you not been looking at social media? Cosplay is a mix of exciting craft skills, heady escapism and passion for pop culture that lets you be whoever you want, whenever you want. Cosplay has made its way into TV shows and documentaries, been included as part of film premieres and video game launches, it’s even referenced in the comics, manga and media it comes from! Talk about meta. But what is this super popular hobby? Well, pick up this book, and it’s twin A Guide to Movie and TV Cosplay, to get all the answers. Because it’s more than just dressing up, promise. With a little bit of help from this handy, dandy guide to cosplay, you can get stuck in. Learn about the history of the hobby (it’s been around longer than you’d think!), where it came from and how it got to be the way it is now, get your head around making and designing costumes, find out how about all the amazing skills people are using to make these costumes, and perhaps even try a few yourself. Who knows, you might be rocking out as Astro Boy, Chris Redfield or All Might at the next big comic con! So why not give it a try and play make believe for a day.







Leaving Mundania


Book Description

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.




The Summer I Became a Nerd


Book Description

On the outside, seventeen-year-old Madelyne Summers looks like your typical blond cheerleader—perky, popular, and dating the star quarterback. But inside, Maddie spends more time agonizing over what will happen in the next issue of her favorite comic book than planning pep rallies with her squad. That she's a nerd hiding in a popular girl's body isn't just unknown, it's anti-known. And she needs to keep it that way.Summer is the only time Maddie lets her real self out to play, but when she slips up and the adorkable guy behind the local comic shop's counter uncovers her secret, she's busted. Before she can shake a pom-pom, Maddie's whisked into Logan's world of comic conventions, live-action role-playing, and first-person-shooter video games. And she loves it. But the more she denies who she really is, the deeper her lies become...and the more she risks losing Logan forever.




A Kid's Guide to Fandom


Book Description

Help young fans get in touch with their inner geeks with the ultimate guidebook for creating, sharing, and enjoying the world of fandom. Being a fan is a big deal. Whether it's comics, video games, podcasts, cosplay, books, films, or something else, there are so many ways to share and celebrate with the things that you love. So, it's high time for a guide to help young fans navigate the world of fandom and its many flourishing communities—from fan works to cosplay, gaming, podcasting, and more! Filled with history, trivia, tips and advice to getting started, and insight from creators and artists from across pop culture and specializing in a wide variety of mediums, A Kid's Guide to Fandom is the perfect geeky primer for young fans. Organized by type of fandom medium, each chapter offers a brief introduction, facts, history sidebars, and easy to digest information on how to: Create Fan Fic or Fan Art Design and Create a Cosplay Start a Podcast Design and Create Games (video games, tabletop, and other role playing games) Find and Create Supportive Communities Find and Attend Conventions Plus, interviews with popular creatives like Alan Gratz, Erin Lefler, Jen Bartel, Daniel José Older, Rose Eveleth, Kat Kruger, Jordan Dené Ellis, Liz Crowder, and more.




The Routledge Handbook of Role-Playing Game Studies


Book Description

This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.




Well Met


Book Description

The Renaissance Faire—a 50 year-long party, communal ritual, political challenge and cultural wellspring—receives its first sustained historical attention with Well Met. Beginning with the chaotic communal moment of its founding and early development in the 1960s through its incorporation as a major “family friendly” leisure site in the 2000s, Well Met tells the story of the thinkers, artists, clowns, mimes, and others performers who make the Faire. Well Met approaches the Faire from the perspective of labor, education, aesthetics, business, the opposition it faced, and the key figures involved. Drawing upon vibrant interview material and deep archival research, Rachel Lee Rubin reveals the way the faires established themselves as a pioneering and highly visible counter cultural referendum on how we live now—our family and sexual arrangements, our relationship to consumer goods, and our corporate entertainments. In order to understand the meaning of the faire to its devoted participants,both workers and visitors, Rubin has compiled a dazzling array of testimony, from extensive conversations with Faire founder Phyllis Patterson to interviews regarding the contemporary scene with performers, crafters, booth workers and “playtrons.” Well Met pays equal attention what came out of the faire—the transforming gifts bestowed by the faire’s innovations and experiments upon the broader American culture: the underground press of the 1960s and 1970s, experimentation with “ethnic” musical instruments and styles in popular music, the craft revival, and various forms of immersive theater are all connected back to their roots in the faire. Original, intrepid, and richly illustrated, Well Met puts the Renaissance Faire back at the historical center of the American counterculture.




Nordic Larp


Book Description