Historical re-creation and re-enactment organizations of various sorts have become so popular that they constitute one of the major ways that ordinary people with a deep interest in history interact with the past. Yet the scale, complexity, and variety of this activity is hardly known to scholars, whether they study popular culture or academic history. Michael Cramer here discusses the Society for Creative Anachronism, one of the oldest and most influential of such organizations, and explains in lucid prose why its distinctive mix of re-creation, fantasy, and role-playing has attracted thousands of members over the last four decades. Cramer's analysis will prove useful to anyone interested in or working on the significance of role-playing or re-enactment in modern society.