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The Invisible Creators: The Influence of Role-Playing Games on the Culture of the Fantastic Presented in The Fantastic Now: Research in The Fantastic in the 21st Century Seventh annual Conference of the Association for research in the Fantastic University of Muenster September 22-24, 2016 Role-playing games have been directly related to the fantastic since their inception; from Dungeons and Dragons to the World of Darkness, they allow passive consumers of cultural products such as movies, books and comics to step inside the world of their preferred works and actively participate in the construction of the narrative. In each session, the players and storytellers involved become, along with the game designers, co-creators of fantastic narrations in both a performative and a narrative sense. While ephemeral, these creations have been proven heavily influential in the culture of the fantastic in multiple levels. To begin with, a great number of genre writers, from George Martin and China Mieville to David Mitchell and Raymond Feist, have named their role-playing experience as influential. Secondly, many popular cultural properties related to the fantastic (i.e. Star Trek, Wheel of Time, the Chtulhu Mythos) have been adapted as popular role-playing games, creating a level of transmedial storytelling. Additionally, scholarship has proven that video games including the widely successful Massive Multiplayer Online Role-Playing Gamesoriginate directly from the first role-playing games. Finally, successful role-playing games often produce successful novels, comics, artwork, video games, movies and even music, as tie-ins. In conclusion, role-playing games appear to exert an unseen influence on the culture of the fantastic by molding the narration and expectations of both creators and consumers. Henceforth, the values they are built upon -and the way players negotiate these values- become an influential factor in the culture of the fantastic. The aim of this presentation will be to examine both the relevant scholarship and the actual game texts through a cultural studies lens, in order to showcase the value system inherent in these games as well as the way players, and in particular international and minority players, interact with the given material in order to produce unique narratives. In doing so, the presentation aims at pinpointing ways for roleplaying games to be a factor towards diversity in the culture of the fantastic, instead of reinforcing hegemonical values.