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.
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.. <p/>
With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners.
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.
He recounts the Satanic Panic accusations that D&D was sacrilegious and dangerous, and how they made the Game famous. <p/>
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.
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.
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.
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