The Hobbit meets Moneyball in this definitive book on Dungeons & Dragons--from its origins and rise to cultural prominence to the continued effects on popular culture today. Even if you've never played Dungeons & Dragons, you probably know someone who has: the game has had a profound influence on our culture. Released in 1974--decades before the Internet and social media--Dungeons & Dragons inspired one of the original nerd subcultures, and is still revered by millions of fans around the world. Now the authoritative history and magic of the game are revealed by an award-winning journalist and lifelong D&D player.
Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success. But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom--only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering. As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world.
A full-colour illustrated history of the store that changed gaming for ever, as told by its founders. Games Workshop, Warhammer, White Dwarf, Citadel Miniatures and Fighting Fantasy are names which trigger powerful memories for millions of people around the world. The cultural impact of Games Workshop and Fighting Fantasy has been remarkable. But how did it all begin? Dice Men is the fascinating, never-before-told story of an iconic company which changed the world of tabletop gaming for ever. It's an insight into the rollercoaster first year of Games Workshop and the birth of the industry.
The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Laycock's clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.
Summer, 1976. Twelve-year-old Mark Barrowcliffe had a chance to be normal. He blew it. While other teenagers were being coolly rebellious, Mark-and twenty million other boys in the 1970s and 80s-chose to spend his entire adolescence pretending to be a wizard, a warrior, or an evil priest. Armed only with pen, paper, and some funny-shaped dice, this lost generation gave themselves up to the craze of fantasy role-playing games. Spat at by bullies and laughed at by girls, they now rule the world. They were the geeks, the fantasy war gamers, and this is their story.
In an enthralling blend of travelogue, pop-culture analysis, and memoir, former role-player Gilsdorf asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood.
Improve your RPG campaign with this comprehensive and interactive guide to making the most out of your gaming experience. Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important.
The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting of your game. Including instructions, prompts, and activities, it offers everything you need for successful, fun role-playing with your friends every time you play.
Ramp up your role-playing game (RPG) and make your character your own with this fun, interactive workbook--an essential addition to any player's gaming kit.
You've chosen your class, bought your weapons, and rolled for your stats, and you're now the proud owner of your own RPG (role-playing game) avatar. But before you begin your adventure, there's so much more you can do with your character to make him or her your own! The Ultimate RPG Character Backstory Book will help you fully imagine your character and bring them to life for the ultimate gaming experience!
From the author of The Monsters Know What They're Doing comes an introduction to combat tactics for Dungeons & Dragons players. It examines the fundamentals of D&D battles: combat roles, party composition, attacking combos, advantage and disadvantage, Stealth and Perception, and more...including the ever-important consideration of how to run away!
Create authentic-looking maps of fantasy cities, hamlets, fortifications and more in a popular tabletop, RPG style.
30+ step-by-step demonstrations show you how to create your own unique RPG maps.
Learn how to draw fantasy cities, medieval settlements and more from a professional gaming illustrator.
Put your design and drawing skills on the map!
Weave legendary stories in the world's greatest roleplaying game.
All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master's Guide teaches you how to how to run D&D adventures for your players-- how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore.
Up your game with everything you need to run your next tabletop roleplay game with expert advice, gameplay guidance, and playable content from RPG expert James D'Amato.
Leading an RPG can be a challenge, but The Ultimate Game Master's Guide is here to help! With advice from RPG expert James D'Amato, you'll find answers to all these questions and more, along with guidance for bringing your game to life from behind the GM screen.
The Game Master's Book of Traps, Puzzles and Dungeons provides GMs with endless options for populating their adventures with challenging riddles, puzzles, spiked pits, Rube Goldberg-style deathtraps and much more - everything they need to push player character to their limit and bring new levels of excitement (and anxiety) to their game play.
From the creator of the popular blog The Monsters Know What They're Doing comes a compilation of villainous battle plans for Dungeon Masters.
In The Monsters Know What They're Doing, Keith Ammann lightens the DM's burden by helping you understand your monsters' abilities and develop battle plans before your fifth edition D&D game session begins.
From the author of The Monsters Know What They're Doing comes a follow-up strategy guide with MOAR! monster tactics for Dungeon Masters playing fifth edition Dungeons & Dragons. Keith Ammann analyzes the likely combat behaviors of more than 100 new enemies found in Volo's Guide to Monsters and Mordenkainen's Tome of Foes. Your campaign will never be the same!
Award-winning game designer Justin Alexander has created an incredible compendium of advice and maps, perfect for any aspiring Game Master. Full of practical, hands-on advice and sample maps, just reading the first chapter of this book will have you ready to run a game in less than an hour. No matter what game you're playing, this book is the key to unlocking the limitless realms of your imagination.
Rolled & Told is an all-inclusive collection of ready-made one-shot adventures for new Dungeon/Game Masters! This collected edition of Rolled & Told contains all the adventures, mini-adventures, comics, and articles from issues zero to six along with extra content you couldn't get in the single issues! It provides hours of pick-up-and-play campaigns designed both for players new to tabletop role-playing and for those who have played for years. Every page is filled with beautiful illustrations, comics coinciding with adventures, and splash art from your favorite comic artists to inspire your players!
Rolled & Told is back! This collected edition contains all the adventures, mini-adventures, comics, and articles from issues seven to twelve along with extra content you couldn't get in the single issues! Each adventure is 5E compatible and ready-to-play.
Eat delicious snacks and game-friendly meals in between dice rolls and encounters with this easy-to-follow RPG themed cookbook perfect for every game group. Feed your gamer group with this collection of 75 game-friendly bar bites, finger foods, and easy-to-share meals. With recipes from the passable Goodberries Baked Cheese-wrapped dates to the one-handed Dragon on a Stick Easy-Eat Meat Skewers to the player-favorite Inspiration Points Peanut Butter White Chocolate Pretzels, this cookbook has you covered for any game night adventure.
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From the D&D experts behind Dungeons & Dragons Art & Arcana comes a cookbook that invites fantasy lovers to celebrate the unique culinary creations and traditions of their favorite fictional cultures. All eighty dishes--developed by a professional chef--are delicious, easy to prepare, and composed of wholesome ingredients readily found in our world.
From the D&D experts behind the bestselling Heroes' Feast comes Heroes' Feast Flavors of the Multiverse, a mouthwatering cookbook stuffed with eclectic fare for solo adventurers and party quests alike. All seventy-six dishes, developed by a professional chef from one of the country's top test kitchens, are delicious, easy to prepare, and composed of ingredients readily found in our world.