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Battle Gaming: The New American Sport Paperback – December 4, 2010


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Product Details

  • Paperback: 238 pages
  • Publisher: Battle Game Sports & Hobbies, LLC (December 4, 2010)
  • Language: English
  • ISBN-10: 0984483403
  • ISBN-13: 978-0984483402
  • Product Dimensions: 8 x 0.5 x 10 inches
  • Shipping Weight: 1 pounds (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #1,331,967 in Books (See Top 100 in Books)

Customer Reviews

3.8 out of 5 stars
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Most Helpful Customer Reviews

4 of 4 people found the following review helpful By Corey on December 20, 2010
Format: Paperback
This book has tells you everything needed to get started in the sport of Battle Gaming. As a 20 year veteran of the sport, I think Graham did a good job outlining many aspects of the game. I say "the" game as if there were just one, but as Graham explains there are many organizations to get involved with. Many of these organizations have different rule sets and Graham does a great service to those of us who are involved in multiple systems by laying them out side by side.

Graham also outlines the Warrior's Code system that he designed as an open game license. I think that some veterans of Battle Gaming may find this additional system unnecessary, but I think Graham's intent in creating this system was to support the other groups not replace them. He encourages all players to be considerate guests when visiting other battle gaming groups and a considerate host when new players join yours.

This book isn't just for beginners though. It has great strategies for group structure and battle tactics for veterans as well. I think by reading this book, you will be a better member, fighter, or leader in any battle gaming group.
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2 of 3 people found the following review helpful By Lisa S on May 26, 2011
Format: Paperback
A couple of years ago, my son saw a flyer for Dagorhir, and was excited to check it out. As the mom of a young teen, I was frustrated, though, with both the lack of clear and concise information about the various LARP and game systems, and that nothing seemed very appropriate (or even available) to young teens.

This book, among it's many other purposes, gives the information to help fill that gap. This book tells you everything you need to get started in Battle Gaming. My son and I have started up a homeschooling group, using this book as the core guidelines. I really appreciate the logical rules and the focus on safety and good sportsmanship in the book.

A lot of parents regard the idea of kids running around with foam weapons with great suspicion. "Won't they learn to solve problems through violence?" I've been asked more than once. In my experience, quite the opposite, if you use the author's Warrior Code system. Because of the way it is designed there isn't the "bigger and stronger" one-upmanship that you see at some gaming events. My son started out with difficulty regulating his frustration on the field, taking defeat personally, not being able to carefully control how much force he used, etc. It didn't take him long to realize that you lose sometimes, and win others. With the group he has played with, the games are short and the teams frequently reconfigured for balance. After several dozen times of getting worked up battling with another team, getting "killed" and having to sit out (and calm down) for a few minutes until one team wins or loses, and then strategizing with empathy how they might make the teams more fair, his self-regulation is great, and now he is working on leadership and group management skills as he moves on to the next level.

Therefore, I highly recommend both Battle Gaming: The New American Sport, and the sport itself for middle-school and up youth.
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By Tony Boyle on March 26, 2013
Format: Paperback
A good book for beginners to reference when taking their first steps into battle gaming. However, this book looks at battle gaming from a clear bias towards Dagorhir. This is understandable, given the author's history with the organization. Most methods, techniques, and systems detailed in the book are borrowed from Dagorhir. The book also has a heavy focus on the role-playing aspects of battle gaming organizations. As a person who plays a battle game with no role-playing elements, it effectively alienated me for a couple chapters. The book also talks in absolutes. There is no one, unified approach to battle gaming, but the author wrote under the notion that the Dagorhir system is what all beginners should adopt.

One final note: the book is rife with typos and grammatical errors. This isn't necessarily the fault of the author, but more so the editor and publisher.
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More About the Author

David W. Graham is the author of Battle Gaming: The New American Sport which has become the authoritative guide to the sport which is a combination of role-playing, wargaming, and foam sword sport. He has been active in the battle gaming since 1983 shortly after the creation of the sport. He is an avid table top gamer (RPG, board, and Wargaming) as well as an enthusiast of medieval combat sports. He is currently working on a new book The Battle Gaming Weapon Guide.


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