Designers & Dragons: The 90s
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- A foreword by Peter adkison, founder of Wizards of the Coast and owner of gen Con
- Profiles for twenty-one 1990S gaming companies including Wizards of the Coast, white Wolf, and Atlas games
- The inside scoop behind games like Dungeons & Dragons 3E, Warhammer 40K roleplay, and Vampire: the Masquerade
- Ten things you might not know about roleplaying in the 90S
- An extensive bibliography and index
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Everything you've wanted to know about the origins of roleplaying games...
Designers & Dragons: The 90s is a comprehensive picture of the heyday of the RPG industry. This second edition expands the original single book into a series of four, and we ve added over 10,000 new words to this volume alone. In this volume, we profile an RPG titan Wizards of the Coast and cover the rise of storytelling RPG settings like White Wolf s World of Darkness. Regardless of your gaming background, Shannon Appelcline s meticulously researched history won t disappoint.
In this volume, you ll find:
- A foreword by Peter Adkison, founder of Wizards of the Coast and owner of Gen Con
- Profiles for twenty-one 1990s gaming companies including Wizards of the Coast, White Wolf, and Atlas Games
- The inside scoop behind games like Dungeons & Dragons 3e, Warhammer 40k Roleplay, and Vampire: The Masquerade
- Ten things you might not know about roleplaying in the 90s
- An extensive bibliography and index
Meet the characters behind the characters and the gamers behind the games in Designers & Dragons: The 90s!
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This four volume set of books describes the history of the role-playing industry from its infancy to the present. The amount of information contained in these books is staggering. That one individual was able to bring to fruition such a monumental undertaking is beyond impressive. Even more impressive is the quality of the writing. As a player of RPG's, I imagined that I might have a modest interest in the behind-the-scenes story. Here, the books are organized very well. Each individual chapter is self-contained and told in a very interesting and readable way. The four books don't have to be read cover to cover in order. Rather, readers can peruse individual chapters on specific companies. Where references to other chapters are given, just enough information is provided to allow the reader to understand the context without being over redundant. I was surprised at how much I enjoyed this and how much I learned from it. Taken together, the content, the writing, the editorial judgment in finding a balance for including the appropriate amount of detail without being bogged down in minutiae results in a really exceptional book on the subject. One imagines that this four-volume series will become the seminal reference for any study of the RPG industry from 1970-2009. For those readers who think they might have an interest in understanding the history of the RPG industry, this is clearly the definitive work.
While I was still playing in the 90's, this was also when I started to wind down and, because of how the book series is structured, I didn't really pay attention to lots of the games from companies that were founded in the 90's. White Wolf is the big exception here, played a bunch of those, and the history here is probably worth the price of entry by itself - well, there's also Wizards of the Coast (having witnessed the Magic: The Gathering explosion and TSRs implosion I was curious about the 2nd half of that story). Ok, I also played a lot of Deadlands (Pinnacle Entertainment), so there was still lots here that was near and dear to my heart. In big picture terms, this volume describes an industry that has matured and is on the verge of massive and fundamental changes. It wasn't all good news coming out of the 90s, but the excitement of the early days of the mass internet (the first dot com boom and all that) is part of this story. This one is still a must-read!