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Masters Thesis

House of war : an original screenplay

Fantasy role-play has been with us since ancient times; since the first man threw an animal skin over his shoulders ... pretending to be something he was not." House of War'' concerns itself with one particular role-playing sub-culture -- those who indulge in medieval fantasy role-play. More specifically, "House of War" studies how that particular sub-culture has been channeled to fuel adolescent rebellion. The genre of Teenage Melodrama has explored many variants and sub-genres ... except for this one. "House of War" attempts to bridge the gap and showcase one segment of teenage culture that has been overlooked. Although fictional, the elements within "House of War" are quite real. The fairs, games, drugs, and people are a collective representation of the medieval role-play sub-culture. Renaissance Faires still do thriving business all across the country, providing a chance to experience a light carnival atmosphere and escape from the modern world. Role-playing games, whether computer animated or with paper and dice, are hot sellers and can be purchased at any mini-mall in any state of the Union. Drugs are more prevalent in our society than ever before, infiltrating every sub-culture, and complicating already complicated lives. As for teenagers . . . there have always been teenagers. Together, these elements become catalysts for adventure and for tragedy. From a literary standpoint, "House of War" can be seen as an allegorical re-telling of Edgar Allan Poe's Masque of the Red Death. All of the participants are emotionally wounded 1n one way or another, and unwilling to face the problems in their lives, so they decide to play a game. Eventually, like all things, reality surfaces, and the game comes to an end.

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