I suspect this has more to do with my own ignorance of the subject than anything else, but from what I can tell there hasn't been a whole lot of literature -- in the sense of fiction -- on the subject of role-playing games as a social and psychological phenomenon. I further suspect a big part of why I haven't delved too deeply into this was because one of the most visible examples of same was Rona Jaffe's fairly terrible Mazes and Monsters. (If you have recommendations for better works in this vein, make them.)
Welcome to the Fold features role-playing games as a major component of the story, but not, I hope, in a bugaboo sort of way. They're not the source of anyone's problem; they're an arena in which a number of different conflicts are enacted. What I'm trying to do is show how that's the case without making it seem like the game is the problem, or the way the urge to escape into a world of the imagination is the problem.
When I'm on the ramp-up to a new writing project, I often put together some suggested reading to myself, and I'd bet if you were an outsider looking in you wouldn't be able to tell with any degree of accuracy what the book was actually about. Last time around for Vajra that reading list was everything from Thomas Merton to Aung San Suu Kyi. (Those who have read the book will have no trouble understanding how those folks are reflected in the story.)
This time around, with Welcome to the Fold, the list is going to be possibly even more esoteric. To that end, I'm going to enjoy being deliberately vague about the story up until it's put to bed and I start publicizing the details. But one of the first big subjects I started reading up on -- maybe better to say re-reading -- is the mechanics of cults.