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Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games Paperback – July 26, 2012
Purchase options and add-ons
- Print length720 pages
- LanguageEnglish
- Publication dateJuly 26, 2012
- Dimensions7 x 1.63 x 10 inches
- ISBN-100615642047
- ISBN-13978-0615642048
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Editorial Reviews
Review
"Highly recommended for role-playing game enthusiasts." - Games Magazine
"The first serious history of the development of Dungeons & Dragons... there's much here to fascinate even readers with only a cursory interest in the game." - Village Voice
"Playing at the World is a must for gaming and popular culture history collections." - Midwest Book Review
"Playing at the World is the best book I've ever read about games and gaming - not the personalities that play, but the history of games. The author is an absolutely meticulous researcher, and you will learn more about where role-playing games came from than you ever knew before - because I did, and I was there at the beginning, and I still learned more!" - Tim Kask, early TSR employee and original editor of Dragon magazine
"If you are a roleplayer, or a gaming historian, or a fan of D&D, you have to read this book. That simple." - Jeff Grub, former TSR staff designer, author of Manual of the Planes
"I'm a bit embarrassed thinking of how many times I've talked about the history of D&D, thinking I knew the story - now I realize how little I knew. Playing at the World applies a higher standard of research than any other work on the history of role-playing games I've seen. Check out this awesome book!" - Peter Adkison, founder and former CEO of Wizards of the Coast, owner of Gen Con
"At long last, the cultural phenomenon of Dungeons & Dragons gets the in-depth historical study it deserves in Jon Peterson's Playing at the World. Here, compellingly told, is the fascinating story of the prehistory and origins of the first and greatest role-playing game, and how a group of unlikely American nerd-gods imagined something new and brought it into the world." - Lawrence Schick, editor Deities & Demigods, author of White Plume Mountain and Heroic Worlds
Product details
- Publisher : Unreason Press; 2nd edition (July 26, 2012)
- Language : English
- Paperback : 720 pages
- ISBN-10 : 0615642047
- ISBN-13 : 978-0615642048
- Item Weight : 3.09 pounds
- Dimensions : 7 x 1.63 x 10 inches
- Best Sellers Rank: #1,598,536 in Books (See Top 100 in Books)
- #34,624 in World History (Books)
- Customer Reviews:
About the author

Jon Peterson studies the history of games, especially tabletop role-playing games and wargames. His first book, "Playing at the World," was called "the first serious history of the development of Dungeons & Dragons" by the Village Voice. More recently, he wrote the MIT Press Game Histories series books "The Elusive Shift" and "Game Wizards." He is also co-author of the Hugo Award finalist "Dungeons & Dragons: Art & Arcana," the New York Times bestselling official Dungeons & Dragons cookbook "Heroes' Feast," and worked on the "Trivial Pursuit: Dungeons & Dragons Ultimate Edition." He has contributed to numerous academic anthologies and popular culture websites including Polygon, Wired, and BoingBoing.
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Customers find this book to be an exhaustive treasure trove of information on the history of wargaming and role-playing games, with meticulous documentation and well-written content. They appreciate its comprehensive coverage of the development of role-playing games, and one customer notes how the histories intertwine throughout the narrative. The book receives positive feedback for its pacing, with one customer describing it as an intense psychological time traveler's journey. While customers consider it a must-read for gamers, some find it too long.
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Customers praise the book's historical content, describing it as a definitive and carefully-researched tome that serves as an inexhaustible treasure trove of information and insights, with one customer noting it provides the most comprehensive guide to how D&D was created.
"...around roles and character immersion, with some interesting antecedents in games like Diplomacy and the experiments in Game Theory being advanced..." Read more
"...There does seem to have been a lot of effort and research done, and other things I read do ring true...." Read more
"...Like a methodical archaeologist, Peterson painstakingly uncovers D&D's origins in the theory and subculture of wargaming, in fantasy literature and..." Read more
"...He covers pretty much every angle you could ask for: early wargaming history, rules iterations, popular fiction influences, you name it...." Read more
Customers find the book well worth their time and consider it a must-read for gamers.
"...Should you read this monster? Most fantasy readers will LOVE chapter 2, which chronicles the rise of the Gray Mouser and Conan and the rest of that..." Read more
"...have such a thorough, carefully-researched, solidly written and thoughtful book among the first...." Read more
"...because the actual content is so far past amazing that it's worth the eyestrain, I promise. I seriously cannot recommend this book enough." Read more
"...infelicities of expression, but this is a minor criticism of an impressive book that I enthusiastically recommend to anyone interested in the..." Read more
Customers appreciate the narrative scope of the book, with multiple reviews highlighting its comprehensive coverage of wargaming history and important themes, while one customer notes its extensive research into novels.
"...Enter Jon Peterson. Peterson’s book, an intense and lengthy work of bizarre and doting historical effort, seeks to do the following:..." Read more
"...I love this kind of historiography, where broad themes and profound insights emerge out of a careful nuanced reading of complex concrete factual..." Read more
"...Meticulously researched, fascinating and unbiased, this has been my favorite read of the past few years, no exaggeration...." Read more
"...The story of D&D is both wonderful and authoritative. I simply cannot recommend this book enough." Read more
Customers find the book well written and easy to read, with one customer noting its meticulous footnoting.
"...The book is meticulously footnoted and fastidiously documented...." Read more
"...lucky indeed to have such a thorough, carefully-researched, solidly written and thoughtful book among the first...." Read more
"...I have is that the physical copy is quite unwieldy: it's a massive brick of text and the layout could have been much cleaner...." Read more
"...The result is an imminently readable yet scholarly book on how the dominate gaming genre of the late 20th early 21st Centuries came to be...." Read more
Customers appreciate the gaming depth of the book, particularly its fascinating look at the development of role-playing games, with one customer describing it as an absolute triumph in wargaming and RPG scholarship.
"...early emergence of a meta-game beyond the dungeon, where players could build castles, throw parties, hire henchmen, and count their spoils between..." Read more
"...brought them together to provide an imaginary experience that was immersive, exploratory and interactive - in effect providing a template for many..." Read more
"...about D&D, the rich history of games, kriegsspiel and using games to model and simulate complex systems is simply without peer...." Read more
"This is a fascinating look at the development of role-playing games from their origin in war-gaming, focusing particularly on the seminal Dungeons &..." Read more
Customers enjoy the pacing of the book, with one describing it as an intense psychological time travel experience, while another appreciates its nostalgic value.
"...Enter Jon Peterson. Peterson’s book, an intense and lengthy work of bizarre and doting historical effort, seeks to do the following:..." Read more
"...Add to that the pleasures of nostalgia (of which there's plenty to be enjoyed here) and personal drama..." Read more
"...This book is a great way to be such a psychological time traveler...." Read more
"...But overall I was thoroughly compelled and enlightened...." Read more
Customers have mixed opinions about the book's length, with one finding it very long while another considers it too brief.
"...It is too brief (though capping an enormous work), incomplete..." Read more
"I am totally loving this book. Yes, it is very long, but I marvel at his level of research...." Read more
"...The only drawback that I can think of is its length, but that is also a testament to its thoroughness." Read more
Top reviews from the United States
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- Reviewed in the United States on January 19, 2016For me, for better and worse, there has almost always been D&D.
In a sense, Dungeons and Dragons has been grafted by doing it, Lamarck-like, into my DNA. Though I haven’t played it since I was 15, and though I think it a flawed and problematic stew of player self-aggrandizement and referee rule-mayhem, I can’t escape it. It’s family. Like a deranged grandfather who refuses to die, but whose life story basically makes me, qua me, possible, I am a descendant of D&D.
I probably first set my hands on the “basic set” of D&D within a year of its publication in 1977. In a box with flimsy game manual, strange dice, and a few odd geomorphic maps, this thing came into my hands full-born. Why bother where it came from? This was when I was no older than 12, after all. That’s too early for genealogy.
The key tacit assumption of my game-playing experience, grown from a life in playing and refereeing role playing games is after all that, whatever I think about it, because I lived it from earliest age, D&D is a thing without history. Indeed I know it to BE history. After D&D comes everything I find more interesting or challenging, games of imagination from the table top horrors of Call of Cthulhu to the digital worlds of Fallout. D&D’s presence in the world APPEARS, in this sense, self-explanatory.
D&D was, when I came upon it, a handful of tools, which I first took out for creative test-work, accompanied by a willing band of equally unprepared friends. These would propel me to some of my strongest and warmest, and certainly most long-lasting, personal relationships. It would also afford me creative opportunities that surely would not have thrived in the absence of such an imaginative toolset. D&D was the first push towards a life in the empathetic arts in a sense, a discipline I recognize in my passive struggling appreciation for theater and cinema today, but also as I actively pursue them as a social scientist, speaker and writer. This is because D&D is not simply a call to ego (which it is) but a call to empathy (which it became). The magic of D&D isn’t simply that you pick up a sword in your mind and slay things, but that the person you occupy in the process has aspirations, however primitive and acquisitive in nature, and the ability to LEARN and ADVANCE.
This is way beyond folk-story telling. It’s something new. It was THIS that would be bequeathed to its better and more sober descendants: a GAME where ANYTHING was possible and the details would be sorted out as you go. A game where story-telling allowed the fantasist in you to live, for a while, in the skin of another person… and live not just a moment, but the hints of a full life, with failures that continue to haunt you and successes you brag about later.
As a referee (or “GM”), D&D gave me the opportunity to write worlds and richly entertain those who entered them. It is the perfect game from someone who would later become a failed playwright. That I would adopt – and later help to invent - whole new worlds of role-playing games, matters little. What matters, is that there was ALWAYS D&D. Despise it, revere it, reflect on its impact on my development as a person, it always WAS.
But of course: it wasn’t. Not always.
Jon Peterson’s “Playing at the World” takes this last revelation seriously.
If D&D at some point wasn’t, then it wasn’t inevitable. While human beings have been role playing since they marched out of Africa, early fire users did not set aside their Thursday nights with a set of formal rules to adjudicate their fantasies and folk tales. They didn’t throw dice to tell a story. And surely, even if they had, they wouldn’t pick a Tolkien-addled, but judiciously balanced, system for experiencing imaginary worlds.
Only D&D would do that… and so late in our civilization’s history. It simply can’t be taken for granted… it MUST be explained!
Flight may have been inevitable in the development of human technology, after all, but the rise of the bicycle, and its most adventurous engineers, are no small part of the trip from an Ohio garage to Kitty Hawk. The details matter about both the innovation, and to understand the habits of the technology that would both hinder and advance human beings in the air for decades. The same thing goes for the weird adventure of inventing role playing games. Why 1970? Why fantasy? What game technologies made it possible or hindered its advance? In the absence of serious history, it’s simply impossible to answer these questions.
Enter Jon Peterson.
Peterson’s book, an intense and lengthy work of bizarre and doting historical effort, seeks to do the following:
1) Explain why D&D, in its first formulation, appeared as it did, when it did.
2) Explain why the game emerged to simulate fantasy (i.e. Tolkien-esque) adventure, rather than some other imaginative world.
3) Explain why the rules of that game would take the (arguably problematic) forms that it did
4) Explain why it found an immediate and willing audience when, for all purposes, such a game had never meaningfully existed before
The answers that Peterson provides are a labyrinth of history, geeky detail, and exhaustive analysis of a mail-based social world. Should you read it? I dunno. I did; 632 pages later, I’m not sure I understand any better my own relationship to role play, though I do better appreciate its fabulous novelty… the sense that it is a contingent rather than necessary product of middle class history. As such, it makes me better revere its innovators.
So what does the book actually try to do?
Taking a studiously historical approach to the history of D&D, Peterson’s book limits its explanation to only this: explaining the existence of the 1st edition 3-book publication of D&D in 1974, along with its most immediate supplements (i.e Blackmoor, Greyhawk, Eldritch Wizardry, and Gods, Demi-Gods and Heroes) ending around 1975.
In the process, Peterson refuses to use later reflections or oral narratives to sort the facts (i.e. stuff someone says Gary Gygax told them one time at a convention). Instead, he burrows into the deep history of the hobby, mostly using the sprawling record of fanzines that filled the gaming community network in the 1960s. Only primary written narrative would suffice in Peterson’s effort; half-remembered conversations were ignored.
This means Peterson distances himself from the dark wrangling over ownership and copyright, along with crisis in ownership and the solvency of key firms, which emerged in the late 1970s and early 1980s. All Peterson wants to explain is why D&D exists, on its own historical terms, not that of people who contended its legacy afterwards. The book is meticulously footnoted and fastidiously documented.
The implications for this approach are that Peterson does nothing more or less than explain the product that I laid my hands on in 1978.
And he does so convincingly. In the process, he leaves the tumultuous history of role playing games that would FOLLOW in the late 1970-s and 1980s, from The Fantasy Trip to Runequest to Call of Cthulhu, to another author. His interest is GENESIS, and so he goes deep into the genetic code of gaming itself, starting with nothing less than the creation of Chess in ancient India (!) but mostly focusing on wargames of central Europe, table top miniatures of the 1950s and 60s, and gaming conventions in the early 1970s.
As such, Peterson makes the history of D&D a study of the history of wargaming, because D&D is so closely tied to the kreigspiel of German pre-modernity, that even a casual player would have to be stubborn not to recognize D&D’s “to hit” tables from the innovations of table top German impresarios of the 1700s. This game’s roots are in places most role players would only recognize when seeing them in exacting detail. Peterson paints such portraits of detail by plumbing apparently incongruous genealogies, poring over the minutes of clubs dedicated to naval wargaming, the Society for Creative Anachronism (!) and of even stranger communities of fantasy immersion. This is a book of history, which rises and falls on the tedium and insight that footnotes provide the diligent reader. This is not the screed of a casual fan or a kiss-and-tell about dysfunctions of the industry: it’s a meticulously detailed blow-by-blow about the birth of the modern role-playing hobby.
The book is broken down into a largely non-chronological set of chapters as a result. In chapter 1, Peterson reveals all you need to know about an especially eager upper Midwest gaming community in the US to demonstrate that D&D is an outgrowth of a small and widespread geeky international tribe, but centered on a very local set of wargaming people in Lake Geneva and Minneapolis. In Chapter 2, he provides us as good a history of fantasy fiction as you are likely to get in a succinct 120 pages. That account should make you recognize that “fantasy”, a novel creation in itself, was the most likely setting for any early role play. Chapter 3 explains how the rules of D&D emerged, and in the process provides one of the best single histories of wargaming I have ever read. It provides a lovingly detailed history of German kreigspiel and a brief survey of America’s troubled Avalon Hill. Chapter 4 muses on the very emergence of a game set around roles and character immersion, with some interesting antecedents in games like Diplomacy and the experiments in Game Theory being advanced for nuclear conflict at the RAND corporation.
There are important epilogues and other details but basically… that’s it… the book’s incredible and startling detail is located in four lengthy empirical chapters.
Revelations of note:
1) Peterson toys with a great many definitions of D&D and role playing but never does better than with the words that: “ANYTHING CAN BE ATTEMPTED… The advisability of an attempt is another thing…” Those words come from the rule book David Wesley’s Napoleonic war rules “Strategos N” written in 1967, but they are rooted in 18th century freeform kreigspeil traditions that rely heavily on a referee to adjudicate a free-flowing situation. Surely this is the core of any role playing game worth a damn…. Anything can be attempted…
2) D&D comes from the world of tabletop miniatures but probably never used them in its initial years at all, largely resting on paper and pencil adjudication until AFTER the lead figure industry caught up with demand.
3) “Fantasy” fiction – in its swords and sorcery version - turns out to be about as historically deep as the NFL. If it weren’t for Conan, and the various intellectual pirates who rewrote him over the decades, this brand of fiction would not precede Tolkien by very much. On the other hand, Lovecraft is given due in Peterson’s book not just for content but for innovating a mode of publishing that ALLOWED modern fantasy to emerge after Dunsanay.
4) The early emergence of a meta-game beyond the dungeon, where players could build castles, throw parties, hire henchmen, and count their spoils between adventures. Long before D&D formally existed, it was realized that the lives of characters OUTSIDE the dungeon is the only thing that made their advancement INSIDE especially interesting.
5) The tension between Monty Hall gaming and the “Tomb of Horrors” (whose specific genesis is hinted at in early Gygax monstrosities as Gencon). The balances between unchallenging, rewarding and punitive experiences are timeless ones, and rest at the very birth of the hobby.
Minor revelations are so many that I dare not attempt to cover them all. But for me, the interesting nuggets included:
A) The importance and persistence of H.G. Wells detailed rules for battle with miniature soldiers
B) The troubled history of table-top miniatures as a simulation in official military circles
C) The importance of Diplomacy as a wildly popular international play-by-mail phenomenon prior to the internet.
D) The importance of naval wargaming (a major area of innovation for David Arneson prior to D&D) for the roots of Hit Points and other fussy systems in play
E) The sad history of the family of Wilhelm von Tschischwitz, originator of many of the basic concepts of wargaming we know now (Combat results tables!)
F) The early struggle between systems that would distinguish being affected/damaged from how much one is affected/damaged.
But for those interested in these kinds of weeds… you’ll just have to read the book, which is as dense as it is physically heavy (I couldn’t find a digital copy).
Finally, the book emphasizes several timeless quarrels that anyone who has played games will recognize:
1) Realism versus playability, an argument known to early modern table-top generals in 18th century Vienna as much as it is to Euro-game advocates versus grognards at Origins in Ohio every year
2) Simulating versus being the character in a role playing or game, the implications of which haunt anyone who has tried to play someone stupider or smarter than they are.
3) Tension between homebrew innovators and game creators and sellers, including the welcoming and rejection of game innovations by fans and their relationship to “official” rules sponsored by capitalist and for-profit companies.
4) Having or not having a referee. This tug-of-war is so old it sits at the very roots of arguments in wargaming centuries ago.
Should you read this monster? Most fantasy readers will LOVE chapter 2, which chronicles the rise of the Gray Mouser and Conan and the rest of that stuff. Game geeks among us will certainly enjoy Chapter 3, as I did, because it shows the deep history of gaming itself. Chapter 4 is perhaps the least accessible part of the history, with its meditation on the other forms of “role play” that were brewing in the 1950s and 1960s. Ironically, only a very few of us may actually find the main topic of the book itself interesting: why does D&D exist?
But, as I’ve tried to stress, it’s that last question alone that can open windows onto more interesting explorations. We can only learn how our hobby ticks if we make the following assumption: it might not.
Then where would we be?
- Reviewed in the United States on June 12, 2013I have this book on order and I think I will enjoy it from looking at the pages available online here.
However, on page 35, the author mentions me and an article I wrote for the May, 1966 issue of Avalon Hill's The General magazine. He mentions it in conjunction with his claim that gaming clubs were tiring a bit of AH's approach to "control" over gaming. The article had nothing to do with displeasure at AH but at the preponderance of "perfect plan" setups for games which other authors were discussing in the magazine. For a couple games, I noted that over 70% of the articles on each (85% for one of them) were on perfect setups. I was calling for more articles on general game play strategy.
My "is it all over for AH" article title was intended to grab attention as I was concerned that, if the trend in articles kept up, we might find fewer people wanting to play for fear of losing quickly and not getting much enjoyment out of the social aspect. I did not mention the latter, but my feeling behind writing the article had that sentiment though I could not properly recognize/verbalize it at the time. However, the intent of my article was easy to determine if one actually read it and it was not about AH "bashing."
So I am rating the book lower than I might because of the accuracy of something I know about and how I feel it is misrepresented in the book. It remains to be seen if there are any more such things. I doubt I found the only such thing in the book, though.
There does seem to have been a lot of effort and research done, and other things I read do ring true. So I don't believe I will be sorry I have ordered the book.
- Reviewed in the United States on November 24, 2012At some point in the late 60s and early 70s a handful of young wargaming geeks in Wisconsin and Minnesota - almost by accident - found a new way to create and explore imaginary worlds, realities and lives. It was like nothing they'd experienced before, bringing pleasures and excitements far beyond anything people normally associated with "gaming." In a few short years, this new immersive fantasy experience spread from these tiny local wargame clubs to become an international phenomenon that changed the world.
Playing at the World is a study of the creation of Dungeons & Dragons (first published in 1974), and the birth of fantasy role-playing games. Like a methodical archaeologist, Peterson painstakingly uncovers D&D's origins in the theory and subculture of wargaming, in fantasy literature and fandom, and in the wider social context and subcultures of 1960s-70s America. For anyone interested in role-playing games (as a cultural phenomenon and as a narrative/world-simulation form), this book is an inexhaustible treasure trove of information and insights. The depth of Peterson's research is extraordinary and his prose style is confident and enjoyable (and the presentation, editing and design prove that self-publishing is no barrier to absolute professionalism). It's true that some casual readers may be put off by the (deliciously nerdy) comprehensiveness (Peterson is determined to identify and analyse every conceivable source for and influence on D&D's development), but for someone genuinely fascinated by the subject, that is merely another of the book's many pleasures.
But looking beyond the breadth and detail, there are plenty of important larger themes here, which Peterson does a better job of exploring than almost anyone else I've read on the topic. I've long felt that the rise of Dungeons & Dragons was a significant turning point in the culture: a shift in the content, structure and uses of fiction. D&D coalesced various emerging trends and brought them together to provide an imaginary experience that was immersive, exploratory and interactive - in effect providing a template for many of the wider cultural developments since. It offered a new kind of relationship to fictional stories and realities, one that I often think has come to dominate the contemporary world.
Peterson sees this too, and underlying much of this book is his search for a deeper understanding of what made such a shift possible and of what it might mean. He undertakes that search not by making sweeping generalisations or launching into academic cultural theory, but by methodically and fastidiously sifting through the detail: who said, wrote and did what when? And why? What did this mean to the people involved at the time? How was all this shaped by the context (both at the micro level of the Lake Geneva and Twin Cities wargaming scene of the early 70s, and also at the macro level of 1970s America)? Along the way - often in very quiet, subtle ways - Peterson draws out some rich and intriguing connections, resonances, meanings. I love this kind of historiography, where broad themes and profound insights emerge out of a careful nuanced reading of complex concrete factual details. It sometimes demands a degree of patient effort on the part of the reader but the rewards can be tremendous.
Add to that the pleasures of nostalgia (of which there's plenty to be enjoyed here) and personal drama (albeit less than some might like, thanks to Peterson's determination to be judicious and fair and avoid gossip), and Playing at the World is one of the most satisfying books I've read in a while. It was clearly an enormous task, and I'm very grateful to Peterson for what he has achieved. There will be more books by other authors on the invention of D&D, and there will be many more insights and pleasures to be enjoyed. But we should count ourselves lucky indeed to have such a thorough, carefully-researched, solidly written and thoughtful book among the first.
P.S. If Playing at the World leaves you hungry for more, Peterson also maintains a hugely enjoyable blog which extends his research into the minutiae of RPG history: [...]
Top reviews from other countries
GUILLAUMEReviewed in France on July 29, 20245.0 out of 5 stars Masterpiece. must read for any RPG/wargame fan
A Masterpiece... It's too bad it on such a niche, because it(s one of the greatest essay I ever read
Tim HavordReviewed in Australia on November 2, 20195.0 out of 5 stars Comprehensive and deep.
Comprehensive review of all things role-playing.
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José SouzaReviewed in Brazil on September 16, 20165.0 out of 5 stars História do RPG
O livro é muito interessante. Mostra como aqueles caras que faziam jogos de guerra gradualmente foram criando as bases para o RPG como o conhecemos hoje. Começam a aparecer as ideias de interpretação de papéis, os pontos de vida dos soldados - que depois viriam a ser os personagens dos jogadores - a transformação das batalhas em pequenas aventuras e depois em histórias. Outra coisa legal é como a temática de fantasia foi tomando o espaço das reconstruções históricas, de Napoleão a Tolkien. Recomendo bastante para quem quer entender melhor como se consolidou esse jogo maluco em que papel, lápis, dados e uma conversa em torno da mesa cria mundos e histórias fantásticas.
harlandskiReviewed in the United Kingdom on December 18, 20125.0 out of 5 stars An excellent history of D&D
I read this book to find out more about the history of Dungeons & Dragons, and I was extremely satisfied with the result! Each chapter provides a different angle, and a remarkably full picture emerges.
Chapter one deals with the amateur wargaming community out of which D&D grew, including valuable information about Dave Arneson and Gary Gygax's activities before they co-created the game. The second chapter covers literary influences on D&D characters and monsters, ranging far beyond Tolkien into pre-war 'pulp' literature, as well as classical sources and medieval bestiaries. Chapter three follows the development of wargaming rules from chess through German Kriegsspiele and the wargames of Robert Louis Stevenson and H.G. Wells, ending with the particular rules of D&D. The next chapter provides an overview of different 'roleplaying' practices, from psychology, child's play, and various sci-fi and fantasy fan activities which may not have influenced D&D's creation, but certainly modified its reception. The fifth and final chapter deals with this reception and modification by the fan community, and early struggles for copyright and control. Last of all the epilogue plot some trajectories of D&D including its acquisition of countercultural connotations - doing wonders for sales! - and its influence on computer games.
Throughout, Peterson is careful to separate historically verifiable facts from later embellishments, and to untie the Gordian knot of influence or coincidence. Yet there is an intrinsic sense of drama which drives the history on. I found it hard to put down, except to go off on some 'side quest' to investigate something the author mentioned for myself. My only disappointment was that the chapter on roleplaying (chapter 4) dealt predominantly with 20th century material, as I was looking forward to a similarly far-reaching coverage as was given for the history of wargaming rules (chapter 3).
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CAPITAN GARFIOReviewed in Spain on April 8, 20145.0 out of 5 stars Los origenes de Dungeons & Dragons y mucho mas.
Buscaba un libro sobre el juego de fantasia entre juegos de fantasia : D&D y aqui que he encontrado lo que esperaba y mucho mas. El autor se explaya sobre los antecedentes de D&D en los juegos de guerra, las batallas de soldaditos de juguete y la literatura de espada y brujeria. El libro es gigante ( 698 paginas ) y tiene estructura de texto universitario pero para los autenticos frikis ( como problabemente sea mi caso ) sera una verdadera gozada. Antes del juego de batallas medieval-fantasticas Chainmail, antes del Blackmoor de Dave Arneson, antes del Braunstein de David wesely ya habia vida !!!; Esto y muchas cosas mas he ido descubriendo de la mano de su autor Jon Peterson.
El unico pero que le pongo al libro es que esta en inglés pero con el nivel suficiente o con las ganas suficientes (los que haciamos traducciones caseras de los manuales de rol o de los modulos sabran a que me refiero ). Por lo demas extenso y bueno, Un diez.






