ABSTRACT

This chapter focuses on the ways players get and display status within the game world, but one could argue it is Game Masters (GMs) who have the most real status in the Quest community, as they are the architects of the games, determining the framework within which the others play. The positions require and develop real skills, and GMs who run excellent games receive much attention and recognition. The chapter explores ways performances within the landscape reinforce mainstream discourses of heroism and construct alternative forms of masculine status. The warriors coordinate their strikes, delivering fatal blows to the goblins and injuring the wizard's hands so he is unable to cast spells. The leader of the warriors instructs the others to tie up the wizard so he can be questioned. The principal classes of warriors, wizards, clerics, and rogues initially helps to understand the sorts of characters players can construct, but advanced players begin with more complex character concepts.