Rise of the Dungeon Master

Rise of the Dungeon Master
Author: David Kushner
Publisher: Bold Type Books
Total Pages: 146
Release: 2017-05-09
Genre: Comics & Graphic Novels
ISBN: 1568585608

Now a scripted-thriller podcast series starring Emmy-nominated actor, Jon Hamm, Rise of the Dungeon Master is a graphic narrative of the life of Gary Gygax, co-creator of Dungeons & Dragons, one of the world’s most influential role-playing games. Rise of the Dungeon Master tells, in graphic form, the story of Gary Gygax, co-creator of Dungeons & Dragons, one of the most influential games ever made. Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.

Game Wizards

Game Wizards
Author: Jon Peterson
Publisher: MIT Press
Total Pages: 401
Release: 2021-10-12
Genre: Games & Activities
ISBN: 0262542951

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.

Of Dice and Men

Of Dice and Men
Author: David M. Ewalt
Publisher: Simon and Schuster
Total Pages: 289
Release: 2013-08-20
Genre: Games & Activities
ISBN: 1451640501

A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.

Rise of the Drow

Rise of the Drow
Author: Jonathan G. Nelson
Publisher:
Total Pages: 488
Release: 2014-06
Genre:
ISBN: 9780989973601

The Underworld is boiling from the flames of war - Matron Maelora of House Gullion has taken control over the drow city of Holoth via a coup d'état - allying herself with the alien Vidre and siphoning power from an artifact granted by these enigmatic, crystalline schemers, she indeed triumphed and funneled the souls of her captives through the artifact to gain immense power. Unbeknownst to her, half of the souls have been funneled to the greedy clutches of the alien Vidre and sacrifices have become harder and harder to come by. Not one to be dictated what to do, the matron managed to sever the binding ties and arcane entwinements of the pact between her and the Vidre via the help of Naraneus the Spider Goddess for the promise of a conquest of the worlds above - the goddess has spoken and so it shall be done. The Vidre, meanwhile, prepare for war - their thirst for souls must be slaked. Rise of the Drow is a Pathfinder Roleplaying Game compatible adventure for 4-6 PCs of Levels 6-18. This book is hardbound, over 550 pages and is presented in full color on premium paper.

A for Anonymous

A for Anonymous
Author: David Kushner
Publisher: Bold Type Books
Total Pages: 219
Release: 2020-03-31
Genre: Comics & Graphic Novels
ISBN: 1568588771

The illustrated, inside story of the legendary hacktivist group's origins and most daring exploits. A for Anonymous shows how a leaderless band of volunteers successfully used hacktivism to fight for the underdog, embarrass their rich and powerful targets--from Sony and Paypal to the Church of Scientology and Ferguson Police Department--all in the name of freedom of speech and information. Their exploits blurred the distinction between "online" and "reality," and help shape our contemporary world.

Easy to Learn, Difficult to Master

Easy to Learn, Difficult to Master
Author: David Kushner
Publisher: Bold Type Books
Total Pages: 106
Release: 2022-09-13
Genre: Comics & Graphic Novels
ISBN: 1568588755

The gripping origin story of Pong, Atari, and the digital icons who defined the world of video games. A deep, nostalgic dive into the advent of gaming, Easy to Learn, Difficult to Master returns us to the emerging culture of Silicon Valley. At the center of this graphic history, dynamically drawn in colors inspired by old computer screens, is the epic feud that raged between Atari founder Nolan Bushnell and inventor Ralph Baer for the title of “father of the video game.” While Baer, a Jewish immigrant whose family fled Germany for America, developed the first TV video-game console and ping-pong game in the 1960s, Bushnell, a self-taught whiz kid from Utah, put out Atari’s pioneering table-tennis arcade game, Pong, in 1972. Thus, a prolonged battle began over who truly spearheaded the multibillion-dollar gaming industry, and around it a sweeping narrative about invention, inspiration, and the seeds of digital revolution.

The Monsters Know What They're Doing

The Monsters Know What They're Doing
Author: Keith Ammann
Publisher: Simon and Schuster
Total Pages: 560
Release: 2019-10-29
Genre: Games & Activities
ISBN: 1982122684

From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.

Master of the Game

Master of the Game
Author: Gary Gygax
Publisher: Perigee Trade
Total Pages: 174
Release: 1989
Genre: Games
ISBN: 9780399515330

Explains the philosophy of being Master of the Game in role playing games, discusses the problems and rewards, and tells how to establish and manage RPG conventions and how to create an RPG publication

Keep on the Shadowfell

Keep on the Shadowfell
Author: Bruce R. Cordell
Publisher:
Total Pages: 0
Release: 2008
Genre: Dungeons and Dragons (Game)
ISBN: 9780786948505

A guide to the role-playing game that provides information on its commands, inidividual campaigns, scoring, extras, tactics, and the secrets of the multi-player mode. This adventure takes characters from 1st level to 3rd level.