Gender based research on Role Playing Games (RPG's) has long claimed that many males are attracted to RPG's due to the possibility of creating and performing hegemonic identities in-game. This paper presents a research study of males participating in Live-Action Role Play (LARPS), where we seek to better understand the institutional and social limits on identity generation in RPGs, the extent to which pre-existing masculine hierarchies follow gamers into the game context, and the meanings players make of their experiences in game