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Chapter Three Vampire and the New RolePlaying
Chapter Four The Masquerade and Live Action RolePlay 3 2
Chapter Five Framing in The Masquerade 4 3
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ability adult aesthetic allegorical Anne Rice behavior blood Bloomington Camarilla Brother Bishop Morgan Cast members catharsis and insight challenges character's Chronicle conflicts create creativity dimension discussed drama Dungeons & Dragons emotional enactment enactment-based evil existence experience explore fantasy fictional fieldwork folklore folklorists formal game design game master game world gamemaster gamers goals Gygax Huizinga human identity in-character interaction individual involved LARP live action role-playing manipulation Masquerade event Masquerade stories merely metapragmatic management milieu mimetic Mind's Eye Theatre moral Moreno myth mythic narrative non-player characters one's participants patient play world play-ground player character playing game plot potential problems psychological real world real-life reality regarding Rein»Hagen represent responsibility ritual role role-playing games rules sense situations social interaction sort spatial spontaneity Stevenson Storyteller or Narrator Storytellers and Narrators symbolic tabletop tabletop role-playing game therapist therapy traits vampire werewolf White Wolf World of Darkness