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The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
The kids in our lives all dream of visiting other worlds, of being heroes in their own special Tales. Here's their chance! Little Wizards is a storytelling roleplaying game for inventive and inquisitive kids ages 6-10, developed to introduce them to the magic of creating their own characters and stepping into a whole new world.
Get into the minds of the greatest gamblers of all time. Read in-depth interviews with eight masters of the games. Learn how they think, how they play, and what made them successful. The interview subjects include: Billy Walters (sports betting), Chip Reese (poker), Doyle Brunson (poker), Mike Svobodny (backgammon), Stan Tomchin (backgammon and sports betting), Cathy Hulbert (blackjack and poker), Alan Woods (blackjack and horse racing), and Tommy Hyland (blackjack).
Through words and illustrations, this book previews some of the iconic races and classes of the new edition. Features essays and insights from the game's designers, developers, and editors.
Wizards tend to be secretive and solitary, rarely sharing their knowledge, and associating with only a select few apprentices, followers, and henchmen. It is rare that they spend time in the company of other spellcasters, and rarer still that they work together. Now, however, something is about to take place that has not occurred since the great days of Felstad – a gathering of wizards. In this new supplement for Frostgrave, some of the biggest names in gaming turn their creative powers towards the Frozen City, each contributing a scenario and adding their own flair to the game. Featuring scenarios by Alessio Cavatore, Alex Buchel, Andy Chambers, Gav Thorpe, Chris Pramas, Daniel Mersey, Andrea Sfiligoi, and many more, this tome provides a collection of adventures that will pit players against unimaginable foes and challenges, pushing their wizards and warbands to new limits.
The long-running “cult favorite” YA fantasy series continues with a worldwide tournament of magic—from the author of A Wizard of Mars (Slate). Every eleven years, Earth’s senior wizards hold the Invitational: an intensive three-week event where the planet’s newest, sharpest young wizards show off their best and hottest spells. Wizardly partners Kit Rodriguez and Nita Callahan, and Nita’s sister, former wizard-prodigy Dairine Callahan, are drafted in to mentor two brilliant and difficult cases: for Nita and Kit, there’s Penn Shao-Feng, a would-be sun technician with a dangerous new take on managing solar weather; and for Dairine, there’s shy young Mehrnaz Farrahi, an Iranian wizard-girl trying to specialize in defusing earthquakes while struggling with a toxic extended wizardly family that demands she perform to their expectations. Together they’re plunged into a whirlwind of cutthroat competition and ruthless judging. Penn’s egotistical attitude toward his mentors complicates matters as the pair tries to negotiate their burgeoning romance. Meanwhile, Dairine struggles to stabilize her hero-worshipping, insecure protégée against the interference of powerful relatives using her to further their own tangled agendas. When both candidates make it through to the finals stage on the dark side of the Moon, they and their mentors are flung into a final conflict that could change the solar system for the better . . . or damage Earth beyond even wizardly repair. “Apprentices become teachers, friendships turn to romance, and long-simmering subplots achieve resolution in the 10th entry of this well-loved fantasy series . . . A delightful treat.”—Kirkus Reviews
Eighth grader Mercer, whose passion is the fantasy role-playing game Wizards of the Warrior World, hopes to use a fund raiser to bring a gaming convention to his middle school, but instead he attracts four genuine wizards who are trapped on Earth and want
Two MUD wizards with years of experience in playing and programming MUDs now teach readers how to play MUDs, create characters, and program new MUDs. Busey and Poirier walk readers through the process of telneting to a MUD, and explore the different kinds of MUDs, MOOs, and MUCKs in detail.
An immersive illustrated primer to the enchanted beings, magic users, and spells of Dungeons & Dragons, the leading fantasy role-playing game. This illustrated guide transports new players to the magical world of Dungeons & Dragons and presents a one-of-a-kind course on the wizards, sorcerers, and other magic-makers for which the game is known. Featuring easy-to-follow and entertaining explanations of how spells are created and used in the game, along with original illustrations of the game's essential magical characters, this book shines a spotlight on the mystical side of D&D. The perfect jumping-on point for young fans of fantasy looking to give D&D a try, Wizards and Spells also features prompts to encourage creative problem-solving skills in the dangerous situations that may be encountered in a Dungeons & Dragons adventure.