An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Author ,
Isbn 0399580956
Genre Games & Activities
Year 2018-10-23
Pages 448
Language English
File format PDF

Do demons and devils have free will? Does justice exist inMenzoberranzan? What’s the morality involved with playercharacters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the richterrain of philosophically compelling concepts and ideas thatunderlie Dungeons & Dragons, the legendary fantasyrole-playing game that grew into a world-wide cultural phenomenon.A series of accessible essays reveals what the imaginary worlds ofD&D can teach us about ethics, morality, metaphysics andmore. Illustrates a wide variety of philosophical concepts and ideasthat arise in Dungeons & Dragons gameplay and presentsthem in an accessible and entertaining manner Reveals how the strategies, tactics, improvisations, androle-play employed by D&D enthusiasts have startlingparallels in the real world of philosophy Explores a wide range of philosophical topics, including thenature of free will, the metaphysics of personal identity, themorality of crafting fictions, sex and gender issues in tabletopgameplay, and friendship and collaborative storytelling Provides gamers with deep philosophical insights that can leadto a richer appreciation of D&D and any gamingexperience

Author Christopher Robichaud
Isbn 1118397649
Genre Philosophy
Year 2014-08-05
Pages 240
Language English
File format PDF

Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien’s obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.

Author Michael J. Tresca
Isbn 0786460091
Genre Games & Activities
Year 2014-01-10
Pages 238
Language English
File format PDF

This study examines roleplaying games (RPGs) as both a literary and cultural phenomenon, in which the text’s producers take the role of an authorial multiplicity. --- ABSTRACT: Authorship has undergone drastic revision in the twentieth century. A fundamental transformation in literature, wherein the author has become a multiplicity of voices, is evinced by the development of roleplaying games as both literary and cultural texts. The literary roots of roleplaying games are self-evident, as they draw on writers such as H. P. Lovecraft and J. R. R. Tolkien. However, a consequence of the development of the roleplaying game has been a subsequent departure from these authorial beginnings; roleplaying games have irrevocably transformed the role of the writers who inspired them, altering the authorial position to become a border-blurring multiplicity. Not only do roleplaying game designers reinterpret literary texts as literary games, often borrowing rules material from other designers in the process, in modifying the function of the author from a single creative entity to an empowered storytelling among groups roleplaying games further complicate previous distinctions between author and audience. Players create a fictional world as a group endeavor, authoring a complex structure of fantasy that addresses Freudian concepts of dreams and wish fulfillment. In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology. By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.

Author Michelle Nephew
Isbn
Genre Games & Activities
Year 2003-05-01
Pages 253
Language English
File format PDF

The Whole Library Handbook, now in its fifth edition, is an encyclopedia filled with facts, tips, lists, and resources essential for library professionals and information workers of all kinds, all carefully handpicked to reflect the most informative, practical, up-to-date, and entertaining examples of library literature. Organized in easy-to-find categories, this unique compendium covers all areas of librarianship from academic libraries to teen services, from cataloging to copyright, and from gaming to social media. Selections include Facts and figures on library workers Bookmobile guidelines 100 great libraries of the world Job search and recruitment techniques, and advice on how to deal with tough economic times Tips on writing articles and book reviews Fun with cataloging rules Famous librarians’ favorite books Covering a huge spectrum of librariana, this one-of-a-kind volume is both educational and entertaining.

Author George M. Eberhart
Isbn 0838910904
Genre Language Arts & Disciplines
Year 2013
Pages 536
Language English
File format PDF

Role-playing games seemed to appear of nowhere in the early 1970s and have been a quiet but steady presence in American culture ever since. This new look at the hobby searches for the historical origins of role-playing games deep in the imaginative worlds of Western culture. It looks at the earliest fantasy stories from the nineteenth and twentieth centuries, at the fans--both readers and writers--who wanted to bring them to life, at the Midwestern landscape and the middle-class households that were the hobby's birthplace, and at the struggle to find meaning and identity amidst cultural conflicts that drove many people into these communities of play. This book also addresses race, religion, gender, fandom, and the place these games have within American capitalism. All the paths of this journey are connected by the very quality that has made fantasy role-playing so powerful: it binds the limitless imagination into a "strict" framework of rules. Far from being an accidental offshoot of marginalized fan communities, role-playing games' ability to hold contradictions in dynamic, creative tension made them a necessary and central product of the twentieth century.

Author Gerald Nachtwey
Isbn 1476643474
Genre Games & Activities
Year 2021-05-12
Pages 199
Language English
File format PDF

The Politics of Horror features contributions from scholars in a variety of fields—political science, English, communication studies, and others—that explore the connections between horror and politics. How might resources drawn from the study of politics inform our readings of, and conversations about, horror? In what ways might horror provide a useful lens through which to consider enduring questions in politics and political thought? And what insights might be drawn from horror as we consider contemporary political issues? In turning to horror, the contributors to this volume offer fresh provocations to inform a broad range of discussions of politics.

Author Damien K. Picariello
Isbn 3030420159
Genre Political Science
Year 2020-06-26
Pages 282
Language English
File format PDF

This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is “the most exciting event in popular culture since the invention of the motion picture.” Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, “Heroic Tier: The Ethical Dungeon-Crawler,” explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it’s okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, “Paragon Tier: Planes of Existence,” arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, “Epic Tier: Leveling Up,” is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.

Author Jon Cogburn,Mark Silcox
Isbn 0812698037
Genre Philosophy
Year 2012-09-11
Pages 288
Language English
File format PDF

InkShard is a compendium of articles and social commentary, written by author Eric Muss-Barnes, between 2004 and 2018. Revised and expanded, this volume assembles various topics culled from posts on social media websites to the scripts of video essays. Carefully compiled from the finest of his journalistic work, InkShard represents the definitive collection of Eric’s most compelling dissertations and beloved editorials.

Author Eric Muss-Barnes
Isbn 0359732011
Genre Performing Arts
Year 2019-06-16
Pages N.A
Language English
File format PDF

Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.

Author Jon Saklofske,Alyssa Arbuckle,Jon Bath
Isbn 1000751201
Genre Language Arts & Disciplines
Year 2019-12-20
Pages 212
Language English
File format PDF

Historian Johan Huizinga once described game playing as the motor of humanity’s cultural development, predating art and literature. Since the late 20th century, Western society has undergone a “ludification,” as the influence of game-playing has grown ever more prevalent. At the same time, new theories of postmodernism have emphasized the importance of interactive, playful behavior. Core concepts of postmodernism are evident in pen-and-paper role-playing, such as Dungeons and Dragons. Exploring the interrelationships among narrative, gameplay, players and society, the author raises questions regarding authority, agency and responsibility, and discusses the social potential of RPGs in the 21st century.

Author René Reinhold Schallegger
Isbn 1476631468
Genre Games & Activities
Year 2018-02-16
Pages 258
Language English
File format PDF

Divination has existed in all cultures throughout history. It is the attempt to predict or control one's future or to gain access to hidden information by the assessment of various indicators or use of particular implements. Some “Christian” diviners have pointed to biblical examples of divination in order to justify their practices. This book examines where the power comes from; explains how the various implements (including games) are used; and warns of the potential dangers.

Author John Ankerberg,John Weldon
Isbn 1937136833
Genre Body, Mind & Spirit
Year 2012-09-28
Pages 102
Language English
File format PDF

Larson's Book of Spiritual Warfare is a window into a world many Christians have no idea exists. An expert on the occult, cults and supernatural phenomena, Bob Larson provides a comprehensive guide to the motivating factors of much of the deviant behavior occuring in society today.

Author Bob Larson
Isbn 1418574414
Genre Religion
Year 1999-04-05
Pages 500
Language English
File format PDF

With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

Author Daniel Reardon,David Wright
Isbn 1501352563
Genre Games & Activities
Year 2021-04-22
Pages 344
Language English
File format PDF

Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer’s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Author Sean Q. Hendricks,W. Keith Winkler
Isbn 0786454067
Genre Games & Activities
Year 2014-01-10
Pages 232
Language English
File format PDF

The first comprehensive biography of geek and gaming culture's mythic icon, Gary Gygax, and the complete story behind his invention of Dungeons & Dragons. The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Vin Diesel all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the role-playing genre he is largely responsible for creating. Through his unwavering commitment to the power of creativity, Gygax gave generations of gamers the tools to invent characters and entire worlds in their minds. Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.

Author Michael Witwer
Isbn 1632862042
Genre Biography & Autobiography
Year 2015-10-06
Pages 320
Language English
File format PDF

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

Author Sebastian Deterding,José Zagal
Isbn 1317268318
Genre Games & Activities
Year 2018-04-17
Pages 484
Language English
File format PDF

This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.

Author Sarah Lynne Bowman
Isbn 0786455551
Genre Games & Activities
Year 2010-04-13
Pages 216
Language English
File format PDF

Magic, Monsters, and Make-Believe Heroes looks at fantasy film, television, and participative culture as evidence of our ongoing need for a mythic vision—for stories larger than ourselves into which we write ourselves and through which we can become the heroes of our own story. Why do we tell and retell the same stories over and over when we know they can’t possibly be true? Contrary to popular belief, it’s not because pop culture has run out of good ideas. Rather, it is precisely because these stories are so fantastic, some resonating so deeply that we elevate them to the status of religion. Illuminating everything from Buffy the Vampire Slayer to Dungeons and Dragons, and from Drunken Master to Mad Max, Douglas E. Cowan offers a modern manifesto for why and how mythology remains a vital force today.

Author Douglas E. Cowan
Isbn 0520967275
Genre Religion
Year 2019-02-26
Pages 240
Language English
File format PDF

This book illuminates the racialized nature of twenty-first century Western popular culture by exploring how discourses of race circulate in the Fantasy genre. It examines not only major texts in the genre, but also the impact of franchises, industry, editorial and authorial practices, and fan engagements on race and representation. Approaching Fantasy as a significant element of popular culture, it visits the struggles over race, racism, and white privilege that are enacted within creative works across media and the communities which revolve around them. While scholars of Science Fiction have explored the genre’s racialized constructs of possible futures, this book is the first examination of Fantasy to take up the topic of race in depth. The book’s interdisciplinary approach, drawing on Literary, Cultural, Fan, and Whiteness Studies, offers a cultural history of the anxieties which haunt Western popular culture in a century eager to declare itself post-race. The beginnings of the Fantasy genre’s habits of whiteness in the twentieth century are examined, with an exploration of the continuing impact of older problematic works through franchising, adaptation, and imitation. Young also discusses the major twenty-first century sub-genres which both re-use and subvert Fantasy conventions. The final chapter explores debates and anti-racist praxis in authorial and fan communities. With its multi-pronged approach and innovative methodology, this book is an important and original contribution to studies of race, Fantasy, and twenty-first century popular culture.

Author Helen Young
Isbn 1317532163
Genre Literary Criticism
Year 2015-08-11
Pages 224
Language English
File format PDF