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A premium-quality chess set that features dragons of the D&D world! Exquisitely crafted to hold a place of prestige on any table or display case, this premium-quality chessboard depicts the eternal struggle between the good and evil dragons of the Dungeons & Dragons game. Arrayed on the White side of the board are Bahamut, the King of the Good Dragons, and his children-the gold, silver, bronze, brass, and copper dragons. The Black side of the board serves as the lair of Tiamat, Queen of Evil Dragons, and her spawn-the red, blue, black, green, and white dragons. This limited-edition chess set includes variant rules specifically designed to incorporate elements drawn from the D&D game.
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
A terrible Red King wars with an awful Queen, and together they battle into being a rigid, wrong world... and this book has everything you need to run it. (And any other place in your first, second, third, fourth or fifth edition game that might require intrigue, hidden gardens, inside-out-rooms, scheming monarchs, puzzles or beasts, liquid floors, labyrinths, growing, shrinking, duelling, broken time, Mome Raths, blasphemy, croquet, explanations for where players who missed sessions were, or the rotting arcades and parlors of a palace that was once the size of a nation.)
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.
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.
TSR games and rules editor, preface by author, credits and acknowledgements, 16 appendices, glossary, afterword, a list of tables and charts, and index.
Bring the warmth and fun of Central Perk to your home or office with this special light-up version of the iconic coffee shop sign from Friends. Set includes: 3-1/2 x 3" light-up Central Perk sign mounted on a base 48-page book filled with essential information on Central Perk, a guide to great moments set at the café, and more, featuring full-color photos from the show throughout