Playing at the World, 2E, Volume 1: The Invention of Dungeons & Dragons (Game Hi

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Características del artículo

Estado
En muy buen estado: Libro que se ha leído y que no tiene un aspecto nuevo, pero que está en un ...
ISBN
262548771
Publication Name
MIT Press

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Product Identifiers

Publisher
MIT Press
ISBN-10
0262548771
ISBN-13
9780262548779
eBay Product ID (ePID)
22064613781

Product Key Features

Book Title
Playing at the World, 2e, Volume 1 : the Invention of Dungeons and Dragons
Number of Pages
392 Pages
Language
English
Publication Year
2024
Topic
Popular Culture, General, Role Playing & Fantasy, Essays
Illustrator
Yes
Genre
Sports & Recreation, Social Science, Games & Activities
Author
Jon Peterson
Book Series
Game Histories Ser.
Format
Trade Paperback

Dimensions

Item Height
1 in
Item Weight
17.1 Oz
Item Length
9 in
Item Width
6 in

Additional Product Features

Intended Audience
Trade
LCCN
2023-045177
Reviews
"Peterson proves an able guide . . . carefully selecting which individuals and publications to highlight, building toward a taxonomy of role-playing games and their core elements. . . . A highly readable history of ideas." -- The Washington Post "The most striking thing about this readable history is the way in which Peterson brings to life the culture of hobbyist clubs that birthed the roleplaying game. . . . If you're interested in the ways in which hobbyist culture can have a lasting impact on the world . . . Playing at the World is essential." -- Fortean Times "[Peterson] is our dungeon master, guiding us through history with the precision of a veteran player who knows every rule and secret of the game. . . . This book is a critical hit." -- Stuff Stoners Like "A very readable and engaging history of the origins of D&D, and the further years of research Peterson has done on this subject clearly shows. . . . Few [academic histories] are as exciting as this one." --Stuart Ellis-Gorman, author of The Medieval Crossbow: A Weapon Fit to Kill a King "Jon Peterson has dug wider and deeper into the secret history of D&D and unearthed more arcana than anyone out there. Fascinating reading not just to fans of the game but to anyone who wants to understand how a cultural phenomenon can be born in a basement, crawl up into the light, and conquer the world." --D. B. Weiss, cocreator of Game of Thrones and 3 Body Problem "I'm a bit embarrassed thinking of how many times I've talked about the history of D&D , thinking I knew the story--I realize how little I knew. Playing at the World applies a higher standard of research than any other work on the history of role-playing games I've seen. Check out this awesome book!" --Peter Adkison, GenCon Chairperson of the Board; Founder and CEO of Wizards of the Coast, 1993-2001 "The most carefully researched, loving, and impeccably documented history of Dungeons & Dragons we are surely ever going to see . . . a simultaneously immersive and authoritative book our world would be a dimmer place without." --Matthew Kirschenbaum, Distinguished University Professor, University of Maryland; coeditor of Zones of Control: Perspectives on Wargaming, "Peterson proves an able guide . . . carefully selecting which individuals and publications to highlight, building toward a taxonomy of role-playing games and their core elements. . . . A highly readable history of ideas." -- The Washington Post "[Peterson] is our dungeon master, guiding us through history with the precision of a veteran player who knows every rule and secret of the game. . . . This book is a critical hit." -- Stuff Stoners Like, "[Peterson] is our dungeon master, guiding us through history with the precision of a veteran player who knows every rule and secret of the game. . . . This book is a critical hit." -- Stuff Stoners Like
Dewey Edition
23/eng/20231214
Dewey Decimal
793.93
Table Of Content
Series Foreword Preface 1 First Principles 2 Rise of the Wargaming Clubs 3 Miniature Wargaming 4 The Medieval Setting 5 The Castle & Crusade Society 6 From Amateur Attempts to Guidon Games 7 Chainmail and Fantasy Wargaming 8 "Will Cooperate on Game Design" 9 The Fall of the IFW 10 The Return of the Referee 11 Blackmoor 12 The Fantasy Game 13 Claiming an Audience 14 Selling the Story 15 Courting the Wargamers 16 GenCon 1974 and Its Aftermath 17 Dungeons & Dragons in Los Angeles Fandom 18 Seeds of Success 19 Alarming Excursions 20 The Summer Conventions of 1975 21 The Bully Pulpit of Lake Geneva 22 Canonicity and Control 23 Cooperate or Compete? 24 D&D among the RPGs Notes Index
Synopsis
This new edition of Playing at the World is the first of two volumes that update the 720-page original tome of the same name from 2012. This first volume is The Invention of Dungeons & Dragons, which explores the publication of that iconic games. (The second volume is The Three Pillars of Role-Playing Games, a deeper dive into the history of the setting, system, and character creation of D & D) In this first volume, Jon Peterson distils the story of how the wargaming clubs and fanzines circulation around the upper Midwest in the 1972-1973 when D & D began to take shape., The first volume of two in a new, updated edition of the 2012 book Playing at the World , which charts the vast and complex history of role-playing games. This new edition of Playing at the World is the first of two volumes that update the 720-page original tome of the same name from 2012. This first volume is The Invention of Dungeons & Dragons , which explores the publication of that iconic game. (The second volume is The Three Pillars of Role-Playing Games , a deeper dive into the history of the setting, system, and character of D & D .) In this first volume, Jon Peterson distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson's seminal role-playing game, D & D . It augments the research of the original editions with new insights into the crucial period in 1972-3 when D & D began to take shape. Drawing from primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World explores the origins of wargames and roleplaying through the history of conflict simulations and the eccentric characters who drove the creation of a signature cultural innovation in the late twentieth century. Filled with unparalleled archival research (from obscure fanzines to letters, drafts, and other ephemera), this new edition of Playing at the World is the ultimate geek's guide to the original RPG. As such, it is an indispensable resource for academics and game fans exploring the origins of the hobby.
LC Classification Number
GV1469.62.D84P52

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