Home
»
Game Wizards
A01=Jon Peterson
Age Group_Uncategorized
Age Group_Uncategorized
Author_Jon Peterson
automatic-update
biographies
business
Category1=Non-Fiction
Category=WDHW
COP=United States
d and d
d and d books
d and d gifts
d and d gifts for men
Delivery_Delivery within 10-20 working days
dnd
dnd books
dnd gifts for men
dungeon master
dungeons and dragons
dungeons and dragons books
dungeons and dragons gift ideas
dungeons and dragons gifts
dungeons and dragons gifts for adults
dungeons and dragons gifts for men
epic games
eq_isMigrated=2
eq_nobargain
game development
game master
gamer gifts
games
gaming books
Gary Gygax
gifts for gamers
gifts for geeks
gifts for him
Language_English
making of dungeons and dragons
PA=Available
Price_€20 to €50
PS=Active
role playing games
softlaunch
tabletop RPG
ttrpg books
Product details
- ISBN 9780262542951
- Dimensions: 152 x 229mm
- Publication Date: 12 Oct 2021
- Publisher: MIT Press Ltd
- Publication City/Country: US
- Product Form: Paperback
- Language: English
Delivery/Collection within 10-20 working days
Our Delivery Time Frames Explained
2-4 Working Days: Available in-stock
10-20 Working Days: On Backorder
Will Deliver When Available: On Pre-Order or Reprinting
We ship your order once all items have arrived at our warehouse and are processed. Need those 2-4 day shipping items sooner? Just place a separate order for them!
Discover the colorful history of the table-top RPG phenomenon, Dungeons & Dragons, as a D&D expert examines its surprising successes, setbacks, and controversies.
“The battle over Dungeons & Dragons was the ultimate geek war.” —Wired
When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. Inside you’ll learn about:
• Gygax and Arneson’s first meeting and their work toward the 1974 release
• The founding of TSR and its growth as a company
• Arneson’s acrimonious departure and subsequent challenges to TSR
• "Satanic Panic" accusations that plagued D&D—and boosted its popularity
• TSR’s reckless expansion and near-fatal corporate infighting
• And much more!
With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
“The battle over Dungeons & Dragons was the ultimate geek war.” —Wired
When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. Inside you’ll learn about:
• Gygax and Arneson’s first meeting and their work toward the 1974 release
• The founding of TSR and its growth as a company
• Arneson’s acrimonious departure and subsequent challenges to TSR
• "Satanic Panic" accusations that plagued D&D—and boosted its popularity
• TSR’s reckless expansion and near-fatal corporate infighting
• And much more!
With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
Jon Peterson, a leading expert on Dungeons & Dragons and role-playing games, is the author of Playing at the World, Dungeons & Dragons Art & Arcana (a Hugo Award finalist), the New York Times bestseller Heroes' Feast, and The Elusive Shift: How Role-Playing Games Forged Their Identity (MIT Press).
Qty:
