How Dungeons & Dragons Changed the Way We Play
eBook - PDF

How Dungeons & Dragons Changed the Way We Play

  1. 183 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

How Dungeons & Dragons Changed the Way We Play

About this book

First released in 1974, Dungeons & Dragons revolutionized game design and interactive media by allowing players to create and perform their own fictional characters in a fantasy world as expansive as their imaginations would allow. That freedom, and the rules that governed it, weren't a creative coincidence. In How Dungeons & Dragons Changed the Way We Play, Aaron Trammell excavates the game as an artifact of a burgeoning counterculture obsessed with individualism as well as quantification. Mapping the world onto a grid, building characters whose every trait is assigned a point value, and advancing the game's narrative through dice throws—countless core mechanics are tied to numbers. Putting the game design of D&D into dialogue with the social and political tensions of the 1970s and 80s, Trammell illuminates how the integrated quantification in the game design led to reductionism, reinforced oppressive gender and racial norms, and accustomed generations of players to the bigoted, xenophobic mores of the Cold War era. He delivers a history of both how games can shape players and how players, united by their own shared values, can shape games in turn.

Information

Year
2026
eBook ISBN
9781478062677
Print ISBN
9781478039044
9781478034131

Table of contents

  1. Cover
  2. Contents
  3. List of Illustrations
  4. Introduction
  5. Chapter 1. A Short History of Dungeons & Dragons
  6. Chapter 2. From Where Do Dungeons Come?
  7. Chapter 3. Quantifying the Body: A Blueprint for Avatar Design
  8. Chapter 4. Quantifying Culture: Adventures with Orientalism
  9. Chapter 5. Quantifying Religion: Dungeons, Dragons, and the Outer Planes
  10. Chapter 6. A Culture of Hegemonic Masculinity
  11. Chapter 7. The Ludic Bestiary
  12. Chapter 8. Mastering the Self Through Role-Play
  13. Chapter 9. How Dungeons & Dragons Became Inclusive
  14. Conclusion
  15. Acknowledgments
  16. Notes
  17. Bibliography
  18. Index

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