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Ancient red dragons with 527 hit points, +44 to attack, and a 20d10 breath weapon, to be specific. In the world of fantasy role-playing, those numbers describe a winged serpent with immense strength and the ability to spit fire. There are few beasts more powerful - just like there are few games more important than Dungeons & Dragons.
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.
In Of Dice and Men, David Ewalt recounts the development of Dungeons & Dragons from the game’s roots on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, to its apotheosis as father of the modern video-game industry. As he chronicles the surprising history of the game’s origins (a history largely unknown even to hardcore players) and examines D&D’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
Customer ReviewsMost Helpful
By E. A Dunn on 12-28-15
If you ever played the game, or still do, this book is awesome. I mainly enjoyed the detailed story about the invention of the game and the rise and fall of TSR as a company. A fascinating look at the birth of something that shaped my childhood. Also interesting is the author's exploration of their own gaming past and future, where RPGs are headed.
5 of 5 people found this review helpful
By Colvin on 09-28-14
Good story until.....
During the mid 1970's I played D and D and enjoyed the game very much, so the first 75% or so of this book was a trip down memory lane for me. I never understood why TSR, a company that from the outside looked to be growing like crazy and very profitable, suddenly went bust. This book explains that, albeit not in a lot of detail.
I was enjoying the book right up until the author choose to spend a very large chapter describing his LARPing (live action role playing) experience in detail, that is where it went off the rails for me. Very tedious and boring, then... as he exited the tales of his LARPing he choose to spend the last portion of the book shilling and gushing over D&D Next (version 5 of the game), it all came off as a lame sales pitch, an attempt to convince the D&D community (most of whom are still angry about the AWFUL 4th version of the game) that 5 was great.
If you enjoy D&D or are just curious about the game and the people who play it, this is a decent introduction, it's not a bad read (or listen as is the case here). The narrative device of bouncing the reader between a history lesson of the game and his own D&D adventures becomes tedious at about the same time as the the live action role play chapter making that part bog down all the more, but all in all not bad.
3 of 3 people found this review helpful