Playing at the World, 2E Volume 1
eBook - ePub

Playing at the World, 2E Volume 1

The Invention of Dungeons & Dragons

  1. English
  2. ePUB (mobile friendly)
  3. Available on iOS & Android
eBook - ePub

Playing at the World, 2E Volume 1

The Invention of Dungeons & Dragons

About this book

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 creation 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 edition with new insights into the crucial period in 1972–1973 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.

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Yes, you can access Playing at the World, 2E Volume 1 by Jon Peterson, Henry Lowood,Raiford Guins in PDF and/or ePUB format. We have over one million books available in our catalogue for you to explore.

Information

Publisher
The MIT Press
Year
2024
eBook ISBN
9780262379380
Edition
0

Table of contents

  1. Cover
  2. Series Page
  3. Title Page
  4. Copyright
  5. Table of Contents
  6. Series Foreword
  7. Preface
  8. Dedication
  9. 1. First Principles
  10. 2. Rise of the Wargaming Clubs
  11. 3. Miniature Wargaming
  12. 4. The Medieval Setting
  13. 5. The Castle & Crusade Society
  14. 6. From Amateur Attempts to Guidon Games
  15. 7. Chainmail and Fantasy Wargaming
  16. 8. “Will Cooperate on Game Design”
  17. 9. The Fall of the IFW
  18. 10. The Return of the Referee
  19. 11. Blackmoor
  20. 12. The Fantasy Game
  21. 13. Claiming an Audience
  22. 14. Selling the Story
  23. 15. Courting the Wargamers
  24. 16. GenCon 1974 and Its Aftermath
  25. 17. Dungeons & Dragons in Los Angeles Fandom
  26. 18. Seeds of Success
  27. 19. Alarming Excursions
  28. 20. The Summer Conventions of 1975
  29. 21. The Bully Pulpit of Lake Geneva
  30. 22. Canonicity and Control
  31. 23. Cooperate or Compete?
  32. 24. D&D among the RPGs
  33. Fanzine Citations
  34. Index