"Hands of Fate" is quite an endeavour in terms of telling a story that people might not like to listen to, but it is a very good film.
I liked "Dorkness Rising" better, pretty much like most people prefer youth to old age. The first two films were only slightly exaggerated reports on role players, this on the other hand is a fantasy, that is a parable that is supposed to make you dream as opposed to grin, about meaning that people build up for themselves, and about letting go of that, when it's all just mere self indulgence, i.e. this is not a film about how ridiculous gamers are, but how sad it feels to let go of this world.
Now, in my case, it's some 25 years back that I went through this, so I'm not troubled by this anymore and can look at a rather clever film in an observing way, for there are some good points to behold: 1. That RPG made room for LARP, although the latter is far more restricted.
The reason for this is, and it's a bitter one, that humans will work together when you make them accept the rules first, even when the rules are somewhat dumb, but will be unable to come together, when you give them too much freedom choosing the rules themselves.
In the film this shows in the contrast between being able to design your own character and play characters written on cards. But it is the latter standardisation, which allows a common universe to grow.
This is truly meaningful, one of the most depressing things of human existence, people throw themselves into chains and progress and you as a free person never get involved in anything, at least not how you'd want to.
2. The absence of meaning in modern life and the addictiveness of the drug to create your own in your head alone, resp. in the heads of a collective.
And this is even more bitter. At least the RPG folks can eventually silently acknowledge the futility of it all. But the LARP guys are in stronger chains and drive themselves into insanity, as the Ninja Dragon episode most overtly shows, but it's also in other things, like when the bleeder gets punched in the nose in a situation that any sane person would understand as asking for a fight.
And again, it's quite general. You stand alone, you might resign like Schopenhauer would suggest, you're part of a group, you defend Berlin until the end.
3. Selling you your humanity.
Giving you a chance to build up meaning for a buck as is the theme of the whole Legacy episode.
In real life that would be states, telling their "citizens" their respective narratives. So you can be a good Communist, American or what have you.
Well... that's all bittersweet, bitter because of the designs you can't choose, sweet because of the life that you spent in them.
To be honest, I can't give these kind of films 10/10, no matter how good. Hitchcock's "Shadow of a Doubt" for instance or Tarkovsky's "Offret" and this film is even better than those.
I mean, what would that be? An excellently depressing film? There's a hint of perversion in that notion.