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15 kirjaa tekijältä Jon Peterson

Game Wizards

Game Wizards

Jon Peterson

MIT Press
2021
nidottu
Discover the colorful history of the table-top RPG phenomenon, Dungeons & Dragons, as a D&D expert examines its surprising successes, setbacks, and controversies.“The battle over Dungeons & Dragons was the ultimate geek war.” —WiredWhen 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. Inside you’ll learn about:• Gygax and Arneson’s first meeting and their work toward the 1974 release• The founding of TSR and its growth as a company• Arneson’s acrimonious departure and subsequent challenges to TSR• "Satanic Panic" accusations that plagued D&D—and boosted its popularity• TSR’s reckless expansion and near-fatal corporate infighting• And much more!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.
The Elusive Shift: How Role-Playing Games Forged Their Identity
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.
Playing at the World, 2E, Volume 1

Playing at the World, 2E, Volume 1

Jon Peterson

MIT PRESS LTD
2024
nidottu
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, 2E, Volume 2

Playing at the World, 2E, Volume 2

Jon Peterson

MIT PRESS LTD
2025
nidottu
The second 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 second of two volumes that update the 720-page original tome of the same name from 2012. This second volume is The Three Pillars of Role-Playing Games, a deep dive into the history of the setting, system, and characters of D&D--the three pillars indicated by the volume's title. (The first volume of the new edition is The Invention of Dungeons & Dragons, which explores the publication and reception of that iconic game.) In this second volume, Jon Peterson covers the medieval fantasy setting--the first pillar--and addresses why the first role-playing game evolved around fantasy and medieval settings as opposed to some other historical setting. In the second pillar, the author explores how the rules of wargames, from their roots in chess variants from eighteenth-century Germany, developed into those of role-playing games. Finally, the third pillar focuses on character, perhaps the most elusive of the three pillars, and investigates how precedents governed the introduction of characters to games more so than the original D&D rule books. 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.
Dungeons and Dragons Art and Arcana

Dungeons and Dragons Art and Arcana

Kyle Newman; Jon Peterson

Ten Speed Press
2018
sidottu
From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you'll find more than seven hundred pieces of artwork-from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeonmagazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&Dimagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.
Heroes' Feast (Dungeons and Dragons)

Heroes' Feast (Dungeons and Dragons)

Kyle Newman; Jon Peterson

Ten Speed Press
2020
sidottu
80 recipes inspired by the magical world of Dungeons & Dragons--perfect for a solo quest or a feast shared with fellow adventurers. From the D&D experts behind Dungeons & Dragons Art & Arcana comes a cookbook that invites fantasy lovers to learn about their favorite fictional cultures through their unique cuisines and lifestyles. With this book, you can prepare dishes delicate enough to dine like elves and their drow cousins or hearty enough to feast like a dwarven clan or a boisterous orcish horde. All eighty dishes--developed by a professional chef from one of the country's top test kitchens--are delicious, easy to prepare, and composed of wholesome ingredients readily found in our world. Heroes' Feast includes recipes for snacking, such as Bytopian Shepherd's Bread, Iron Rations, savory Hand Pies, and Hogs in Bedrolls, as well as hearty vegetarian, meaty, and fish mains, such as Amphail Braised Beef, Hommlet Golden Brown Roasted Turkey, Drow Mushroom Steaks, and Moonshae Seafood Risotto. There are also featured desserts and cocktails--like Heartlands Roseapple & Blackberry Pie, Yawning Portal Biscuit, and Chultan Zombie--and everything in between, to satisfy a craving for any adventure.
Heroes' Feast Flavors of the Multiverse

Heroes' Feast Flavors of the Multiverse

Kyle Newman; Jon Peterson

Potter/Ten Speed/Harmony/Rodale
2023
sidottu
Explore the cuisines of the Dungeons & Dragons multiverse with more than 75 delectable new recipes from the New York Times bestselling authors of Heroes' Feast. "Celebrate with delicious game-inspired recipes to feed your fantasy, fill your hearts, and swell your bellies."--Todd Stashwick, actor, Star Trek: Picard Never adventure on an empty stomach From the D&D experts behind the bestselling Heroes' Feast comes Heroes' Feast Flavors of the Multiverse, a mouthwatering cookbook stuffed with eclectic fare for solo adventurers and party quests alike. This culinary tour presents original recipes inspired by regions and settings from across the Forgotten Realms and beyond. All seventy-six dishes, developed by a professional chef from one of the country's top test kitchens, are delicious, easy to prepare, and composed of ingredients readily found in our world. The immersive recipes in Heroes' Feast Flavors of the Multiverse are perfect for sharing and entertaining. Dishes are organized by location with options for every occasion--especially game nights --including - otherworldly appetizers such as Talyth and Goldenstars- savory main courses such as Steak of the Deep and Eldeen Banquet- alcoholic and non-alcoholic beverages such as Elverquist and Kaeth- and desserts such as Green Ice Rime and Vada's Vanilla Bean BunsAdventure has never tasted so good