our imaginations. “For believable characters to exist,” writes Mark
Darrah, executiveproducer of the Dragon Age fantasy franchise, “they
need a believable world. This goes beyond the ground they stand on”
(in Gelinas and Thornborrow 2015, 9).
As the house lights dim, then, as the television warms up or the video
game loads, as the first page is turned, consider just a few of the ways in
which we create magic, monsters, and make-believe heroes, the sine qua
nons of fantasy culture and the mythic imagination.
“this is no game . . .”: dungeons & dragons