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Playing at the World, 2E, Volume 1

Playing at the World, 2E, Volume 1
Author: Jon Peterson
Publisher: MIT Press
Total Pages: 393
Release: 2024-07-30
Genre: Games & Activities
ISBN: 0262379384

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The first volume of two in a new, updated edition of the 2012 book Playing at the World, which charts the vast and complex history of role-playing games. This new edition of Playing at the World is the first of two volumes that update the 720-page original tome of the same name from 2012. This first volume is The Invention of Dungeons & Dragons, which explores the publication of that iconic game. (The second volume is The Three Pillars of Role-Playing Games, a deeper dive into the history of the setting, system, and character of D & D.) In this first volume, Jon Peterson distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson’s seminal role-playing game, D & D. It augments the research of the original editions with new insights into the crucial period in 1972–3 when D & D began to take shape. Drawing from primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World explores the origins of wargames and roleplaying through the history of conflict simulations and the eccentric characters who drove the creation of a signature cultural innovation in the late twentieth century. Filled with unparalleled archival research (from obscure fanzines to letters, drafts, and other ephemera), this new edition of Playing at the World is the ultimate geek’s guide to the original RPG. As such, it is an indispensable resource for academics and game fans exploring the origins of the hobby.


Playing at the World

Playing at the World
Author: Jon Peterson
Publisher:
Total Pages: 698
Release: 2012
Genre: Computer games
ISBN: 9780615642048

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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.


The Elusive Shift

The Elusive Shift
Author: Jon Peterson
Publisher: MIT Press
Total Pages: 332
Release: 2020-12-22
Genre: Games & Activities
ISBN: 0262360942

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How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeon & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term "role-playing" is nowhere to be found; D&D was marketed as a war game. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games--and by doing so, established a new genre of games.


Makers of World History

Makers of World History
Author: Jesse Kelley Sowards
Publisher: St Martins Press
Total Pages: 333
Release: 1995
Genre: History
ISBN: 9780312096502

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RODOMONTE'S REVENGE

RODOMONTE'S REVENGE
Author: Gary Paulsen
Publisher: Yearling
Total Pages: 61
Release: 2011-10-26
Genre: Juvenile Fiction
ISBN: 0307803880

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As Brett watched, one hand slipped loose, then the other. Tom dropped, screaming, into the flames. His body, all red and bubbled, boiled up once to the surface, then was gone. PLAYER ONE HAS ONE LIFE REMAINING. GAME CONTINUES. Flaming fire rivers. Divebombing buzz-bugs. A cruel king waiting to do battle in his computer-generated castle. Video game whizzes Brett Wilder and Tom Houston think that new virtual reality game Rodomonte’s Revenge is awesome-until it takes over their minds. Then the game playing becomes dangerously real, and one wrong move could be the last.


The Massively Multiplayer World of Ghosts, Volume 1

The Massively Multiplayer World of Ghosts, Volume 1
Author: Oscar Fong
Publisher: MMWOG / Saturday AM TANKS
Total Pages: 226
Release: 2022-09-06
Genre: Comics & Graphic Novels
ISBN: 0760376883

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In The Massively Multiplayer World of Ghosts, Volume 1, lackluster teenager Nilay Rao receives a device from his long-lost mother that launches him into a video game world where he must battle Ghosts to unlock clues about his mother’s existence.


The World in a Second

The World in a Second
Author: Isabel Minhós Martins
Publisher:
Total Pages: 56
Release: 2015
Genre: JUVENILE NONFICTION
ISBN: 9781592701575

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A story inspired by the question, "What are people doing right at this moment on the other side of the world?" depicts natural and human events happening all over the world—from New York and Turkey to South Africa and Greece—at the same second.


Playing to the World's Biggest Audience

Playing to the World's Biggest Audience
Author: Michael Curtin
Publisher: Univ of California Press
Total Pages: 354
Release: 2007-08-02
Genre: Business & Economics
ISBN: 0520251342

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Delineates the globalizing pressures and opportunities that have dramatically transformed the terrain of Chinese film and television, including the end of the cold war, the rise of the World Trade Organization, and the escalation of democracy movements. This book examines the prospect of a global Chinese audience.


To The Blight

To The Blight
Author: Robert Jordan
Publisher: Macmillan
Total Pages: 485
Release: 2002-01-07
Genre: Juvenile Fiction
ISBN: 0765342219

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An American Library Association “Best Books for Young Adults” A VOYA “Best Books for Young Adults” “Jordan has come to dominate the world that Tolkien began to reveal.” —The New York Times Pursued by Trollocs and Myrddraal, Rand and his friends find refuge in the deserted city of Shadar Logoth. But their wandering—and the many dangers they face—are far from over. For from the lips of a dying Aiel girl they learn that the Dark One means to blind the Eye of the World. Having barely escaped capture and death, Rand finds himself face to face with Aginor: a wielder of the One Power and an ally of the Dark One. In the battle that follows, Rand will discover his true identity...and destiny. “The most ambitious American fantasy saga [may] also be the finest. Rich in detail and his plot is rich in incident. Impressive work, and highly recommended.”—Booklist “Recalls the work of Tolkien.”—Publishers Weekly “This richly detailed fantasy presents fully realized, complex adventure. Recommended.”—Library Journal “The definitive American fantasy saga.” —Chicago Sun-Times