This definitive book on Dungeons & Dragons, one of the original ultimate nerd subcultures, traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry. - (Baker & Taylor)
A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry. - (Baker & Taylor)
The Hobbit meets Moneyball in this definitive book on Dungeons & Dragons—from its origins and rise to cultural prominence to the continued effects on popular culture today.
HERE, THERE BE DRAGONS.
Ancient red dragons with 527 hit points, +44 to attack, and a 20d10 breath weapon, to be specific. In the world of fantasy role-playing, those numbers describe a winged serpent with immense strength and the ability to spit fire. There are few beasts more powerful—just like there are few games more important than Dungeons & Dragons.
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: the game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons inspired one of the original nerd subcultures, and is still revered by millions of fans around the world. Now the authoritative history and magic of the game are revealed by an award-winning journalist and lifelong D&D player.
In Of Dice and Men, David Ewalt recounts the development of Dungeons & Dragons from the game’s roots on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, to its apotheosis as father of the modern video-game industry. As he chronicles the surprising history of the game’s origins (a history largely unknown even to hardcore players) and examines D&D’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment. - (Simon and Schuster)
Booklist Reviews
Gaming expert and Forbes senior editor Ewalt freely admits at the outset of this fascinating expedition into the world of Dungeons & Dragons that aficionados of the role-playing game don't exactly enjoy a stellar reputation in the larger public eye. Geeks and math fanatics are often viewed as D&D's main adherents, and the game's subculture is still tainted by false stories from the 1980s linking it to suicide and Satanism. Yet, despite the current market rage of Xbox and multiplayer Internet games, D&D remains immensely popular, with fans numbering in the tens of millions. Drawing on his journalistic skill and lifelong passion for D&D, Ewalt walks readers through the game's eclectic rules, sheds light on its surprising origins, and introduces some of its quirky celebrities. From the author's own years of experience designing D&D scenarios, he also reveals some choice secrets behind becoming a Dungeon Master. Even audiences normally indifferent to D&D's charms will find Ewalt's overview witty and absorbing, and the game's devotees will discover much here to revel in and quibble with. Copyright 2013 Booklist Reviews.
Library Journal Reviews
Ewalt (senior editor, Forbes) contributes to the recent spate of works on role-playing games (RPGs) in general and Dungeons & Dragons (D&D), the most popular of these games, in particular. But he sets his book apart by also relating his personal journey as a D&D player, beginning with his hesitant return to the world of RPGs after ten years away from D&D, describing how he gradually became an obsessed player again. The story is interwoven with explanations of the origins of RPGs, walk-throughs of some game scenarios, and the history of D&D, which was launched in 1974, well before video and online gaming. There are also chapters on the precursors and offshoots of these games, such as historical war games and live action role-playing games (LARPs). Ewalt digs deep into the nerdy depths, but some topics are more lightly covered, e.g., D&D codeveloper David Arneson's departure from the team. The rigor of the rest of the book more than makes up for the occasional vagueness. VERDICT Ewalt's personal memoir portions of the book will draw in more than the target members of this subculture, appealing to those hesitantly curious as well as the battle-tested D&D veteran. Enthusiastically reported and honestly written, this personal exploration of the D&D world is a great read.—Paul Stenis, Pepperdine Univ. Lib., Malibu, CA
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Publishers Weekly Reviews
Forbes editor David Ewalt offers a genial history of Dungeon & Dragons and its impact on his own geek life. In the early1970s, two Midwesterners—a college student and a cobbler—drew elements from war games and fantasy novels to create the world's most influential role-playing game. Within a few years of its genesis, D&D had become a flashpoint in the culture wars, as practitioners were accused of leading young men to murder, suicide and the church of Satan. D&D's star soon faded due to corporate mismanagement and the rise of video game consoles, but recent years have seen a renaissance, which Ewalt charts, along with his own guilt-ridden return to the game. He follows a number of storylines, tracing the official history of D&D, his own introduction to the game, and his adult experiences as a player and reporter. Weaving the strands together are charming tales of his cleric character in a postapocalyptic America ruled by vampires. Oddly enough, the weakest sections of the book involve Ewalt's descriptions of his life outside the imaginary dungeons. Nevertheless, this is a highly readable account of a game that seized the imagination of a generation and maintains its grip three decades later. (Aug.)
[Page ]. Copyright 2013 PWxyz LLC