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The Virtues of Escapism

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The liminal space is a powerful thing. The idea of being able to step out of yourself for a couple of hours, inhabit a character in a shared world with friends, where there is a ritual8se space with instruments sacred to the moment like dice and possibly maps, figurines, tokens, cards, or anything else that might help create a stronger link between the real and the imagined. Texts that describe the interactions within the world, or how the sacred instruments can be utilised to affect the imagined world. Some of that text is written by Prophets (game designers), published in hardback and purchased...other parts of the text are defined by the the local arbiter/priest (DM/GM/MC/etc.), perhaps in hastily written notepads and journals, maybe printed in a folder... then there's the elements of the text written by the congregation (the players), who might be writing accounts of their own experiences in the liminal world, and those accounts may be fed back into the space when the GM says ...