I'm writing a paper called “Forging Neo-Folklore through Role-Playing Games." I'm looking for guidance, as much of my gaming experience is in the traditional fantasy settings, not the modern.
The idea behind it is to look at how one way to examine how influential media representation can be is by studying what its most devoted consumers actually do with the material they know so well. This paper will examine how role-playing game players craft their own creative folklore out of the fictional folklore of Buffy the Vampire Slayer, for example. (Other systems than Eden's or series than Whedon's welcome, of course.)
Our creative practices bring up several important questions.
• How do we represent witches, Wicca, pagans, and the occult?
• What does our creative folklore retain and alter from the canonical folklore of the series, itself based in part on actual folklore and fiction narratives based on folklore? How important is the media frame in guiding the imaginative play fostered by this series?
• What do we fan-authors want witches and pagans to be when we build our own worlds?
• Who wants to play the part of a witch and why?
• How faithfully are pagan belief systems represented within this sub-genre of fan fiction?
• What happens to an oral tradition when it’s filtered through a fantasy literature tradition, a TV series’ narrative, and a game system, only to be translated back into an oral tradition and then displayed in a digital medium?