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TIME Dungeons & Dragons Paperback – September 6, 2024
Purchase options and add-ons
- Print length96 pages
- LanguageEnglish
- Publication dateSeptember 6, 2024
- Dimensions8 x 0.23 x 10.88 inches
- ISBN-101547866470
- ISBN-13978-1547866472
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Learn more how customers reviews work on AmazonCustomers say
Customers find the book a great collector's item and a good buy for fans. They appreciate the content quality, saying it has fun information and pictures. Readers also mention the book has a good mix of different D&D topics, going from the original to modern.
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Customers find the book a great collector's item and an enjoyable read for anyone interested in Dungeons & Dragons. They say it's a good buy for fans and a well-deserved victory lap for every adventurer.
"This is a great collectors item and enjoyable read for anyone interested in the history of Dungeons & Dragons." Read more
"...this special edition, Time has given Dungeons & Dragons the well-deserved victory lap that every adventurer dreams of...." Read more
"...I'd say it's a good buy for a fan and someone who is collecting stuff for its 50th anniversary." Read more
"Great special edition..." Read more
Customers find the content great, with fun information and great pictures. They say it's an enjoyable read with a good mix of different D&D topics going from the original to modern.
"This is a great collectors item and enjoyable read for anyone interested in the history of Dungeons & Dragons." Read more
"...The contents itself is great though. Good mix of different D&D topics going way back to the original all the way to modern times like live plays and..." Read more
"Lots of fun info and great pictures. A+" Read more
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It’s been a long journey since 1974, when two guys from Lake Geneva, Wisconsin—Gary Gygax and Dave Arneson—gifted the world this ultimate nerdy treasure. And what a gift! Though Gygax and Arneson were inspired by authors like H.P. Lovecraft, Robert E. Howard, and Fritz Leiber, it was from across the Atlantic, with Tolkien, that D&D got its injection of pure magic. There’s nothing like a cheap, unlicensed copy of The Lord of the Rings to light the fire of American fantasy fans. As they say, not all heroes wear capes.
The Nerds Who Took Over the World
In the '60s, nerds were, essentially, wargamers, rewriting rules for their battles. Gygax was one of them, and in 1971, together with Jeff Perren, he released Chainmail. But it was Dave Arneson who, by adding fantasy elements into his Blackmoor campaign, collaborated with Gygax to create what we now know as D&D. Suddenly, we had holy warriors healing and protecting (thank you, Poul Anderson), rare but mighty magic (props to Robert E. Howard), and grotesque creatures from Lovecraftian nightmares. A game with fantasy races and dragons (Hi Tolkien) —what more could any self-respecting nerd want?
The Rise, Fall, and Triumphant Return
Gygax’s story, from insurance salesman to gaming guru, is an epic quest in itself. The first print run of Dungeons & Dragons was just a thousand copies, and that was only the beginning. Of course, like any good adventure, there were pitfalls—like the legal disputes between Gygax and Arneson over credits and royalties, which Arneson eventually won. The initial success of TSR, the company behind D&D, soon gave way to management issues, opening the door to the era of Lorraine Williams and the expansion of D&D’s many worlds. But even heroes stumble, and TSR was eventually bought by Wizards of the Coast, marking the dawn of the D20 system revolution and the Open Game License.
But, like every great campaign, the true climax was yet to come. In 2010, the game stumbled again, only to rise from the ashes in 2014 with the 5th edition, catapulting it back to the top. Suddenly, D&D was everywhere—from Stranger Things to Critical Role, from board games to custom sneakers (we love you, Converse!).
The Future is Ours (With Dice!)
The obsession with dice and the connection between D&D mechanics and video games form the heart of the chapter “Modern Ventures.” Remember those early computer games like Wizardry and Dragonquest? They drank directly from the well of D&D. But the circle was completed with the release of Baldur’s Gate 3, which brought video gamers back to the tabletop, both physical and virtual.
D&D has also expanded into unimaginable realms—from partnerships with Lego and Monopoly to D&D-themed vacations in medieval castles! Moreover, it has revolutionized areas like psychotherapy, using the game as a tool to help people confront life’s challenges just as they would in a dungeon (after all, real life has its own dragons too).
Conclusion: A Critical Hit
With this special edition, Time has given Dungeons & Dragons the well-deserved victory lap that every adventurer dreams of. In its 50 years, D&D not only created a whole new gaming market but also literally shaped the modern world. For those of us who are lifelong nerds, who’ve rolled dice with friends until dawn, this celebration feels like our own victory. So, let’s raise our D20s in a toast, and here’s to another 50 years of epic adventures! Thank you, Time Magazine, for acknowledging what we already knew: Dungeons & Dragons is a true legend.
The contents itself is great though. Good mix of different D&D topics going way back to the original all the way to modern times like live plays and Baldur's Gate 3. I'd say it's a good buy for a fan and someone who is collecting stuff for its 50th anniversary.
Reviewed in the United States on October 11, 2024






