Jumat, 09 April 2010

[P971.Ebook] Ebook Playing at the World, by Jon Peterson

Ebook Playing at the World, by Jon Peterson

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Playing at the World, by Jon Peterson

Playing at the World, by Jon Peterson



Playing at the World, by Jon Peterson

Ebook Playing at the World, by Jon Peterson

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Playing at the World, by Jon Peterson

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.

  • Sales Rank: #414150 in eBooks
  • Published on: 2012-07-26
  • Released on: 2012-07-26
  • Format: Kindle eBook

Most helpful customer reviews

33 of 33 people found the following review helpful.
Extensive, comprehensive, fascinating
By Dylan Horrocks
At some point in the late 60s and early 70s a handful of young wargaming geeks in Wisconsin and Minnesota - almost by accident - found a new way to create and explore imaginary worlds, realities and lives. It was like nothing they'd experienced before, bringing pleasures and excitements far beyond anything people normally associated with "gaming." In a few short years, this new immersive fantasy experience spread from these tiny local wargame clubs to become an international phenomenon that changed the world.

Playing at the World is a study of the creation of Dungeons & Dragons (first published in 1974), and the birth of fantasy role-playing games. Like a methodical archaeologist, Peterson painstakingly uncovers D&D's origins in the theory and subculture of wargaming, in fantasy literature and fandom, and in the wider social context and subcultures of 1960s-70s America. For anyone interested in role-playing games (as a cultural phenomenon and as a narrative/world-simulation form), this book is an inexhaustible treasure trove of information and insights. The depth of Peterson's research is extraordinary and his prose style is confident and enjoyable (and the presentation, editing and design prove that self-publishing is no barrier to absolute professionalism). It's true that some casual readers may be put off by the (deliciously nerdy) comprehensiveness (Peterson is determined to identify and analyse every conceivable source for and influence on D&D's development), but for someone genuinely fascinated by the subject, that is merely another of the book's many pleasures.

But looking beyond the breadth and detail, there are plenty of important larger themes here, which Peterson does a better job of exploring than almost anyone else I've read on the topic. I've long felt that the rise of Dungeons & Dragons was a significant turning point in the culture: a shift in the content, structure and uses of fiction. D&D coalesced various emerging trends and brought them together to provide an imaginary experience that was immersive, exploratory and interactive - in effect providing a template for many of the wider cultural developments since. It offered a new kind of relationship to fictional stories and realities, one that I often think has come to dominate the contemporary world.

Peterson sees this too, and underlying much of this book is his search for a deeper understanding of what made such a shift possible and of what it might mean. He undertakes that search not by making sweeping generalisations or launching into academic cultural theory, but by methodically and fastidiously sifting through the detail: who said, wrote and did what when? And why? What did this mean to the people involved at the time? How was all this shaped by the context (both at the micro level of the Lake Geneva and Twin Cities wargaming scene of the early 70s, and also at the macro level of 1970s America)? Along the way - often in very quiet, subtle ways - Peterson draws out some rich and intriguing connections, resonances, meanings. I love this kind of historiography, where broad themes and profound insights emerge out of a careful nuanced reading of complex concrete factual details. It sometimes demands a degree of patient effort on the part of the reader but the rewards can be tremendous.

Add to that the pleasures of nostalgia (of which there's plenty to be enjoyed here) and personal drama (albeit less than some might like, thanks to Peterson's determination to be judicious and fair and avoid gossip), and Playing at the World is one of the most satisfying books I've read in a while. It was clearly an enormous task, and I'm very grateful to Peterson for what he has achieved. There will be more books by other authors on the invention of D&D, and there will be many more insights and pleasures to be enjoyed. But we should count ourselves lucky indeed to have such a thorough, carefully-researched, solidly written and thoughtful book among the first.

P.S. If Playing at the World leaves you hungry for more, Peterson also maintains a hugely enjoyable blog which extends his research into the minutiae of RPG history: [...]

4 of 4 people found the following review helpful.
You don't need to have played D&D to enjoy this book
By Ohio Reader
I've never seen the game or played D&D, but am immensely interested in the intellectual and social history, development, and future evolution of successful simulation games. This book had me irrevocably hooked after the very accessible preface/forward/intro and 2 chapters. Very readable, both new and rescued in-depth content, respect for the subject and the reader. Since others have already adequately and accurately reviewed the quality of the information included, I can only add, that even if you're not a D&D player, this book is a don't miss scholarly work about game development, and as important to me, a quite enjoyable read.

2 of 2 people found the following review helpful.
Great bit of Gaming Archeology!
By Steven Frank Zieser
A great book about the start of role playing games, and a fantastic look at war gaming from which it arose. Painstakingly researched from nigh impossible to find war gaming newsletters and zines, you get a real sense of how D&D was conceived at how it rose to the popularity it enjoyed in the late 70’s-early 80’s. There are some chapters that get fairly dry and technical, but the author himself is aware of this and warns the reader that if they don't want this info, they can skip to a later chapter.

Any old D&D player will dig this.

See all 21 customer reviews...

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