Game Wizards

The Epic Battle for Dungeons & Dragons

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Paperback
$24.95 US
On sale Oct 12, 2021 | 400 Pages | 9780262542951
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.
Series Foreword ix
Preface xi
I From a Club to a Company
Opening Moves 5
Gygax and Arneson 15
The $300 Idea 33
II Adventurers in Business
1975: Sage Street, Goodbye 55
1976: Stab 79
1977: The Great War 103
1978: Stolen Glory 125
III The Everfull Purse
1979: Treasure in the Steam Tunnels 151
1980: The Spotlight 175
1981: Identity Crisis 199
1982: Extravagance 223
IV Disjunction
1983: Splitting the Party 251
1984: Cursed 273
1985: The Ambush at Sheridan Springs 289
Epilogue: Endgame 313
Sources and Acknowledgments 319
Index 353
Jon Peterson, a leading expert on Dungeons & Dragons and role-playing games, is the author of Playing at the World, Dungeons & Dragons Art & Arcana (a Hugo Award finalist), the New York Times bestseller Heroes' Feast, and The Elusive Shift: How Role-Playing Games Forged Their Identity (MIT Press).

About

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.

Table of Contents

Series Foreword ix
Preface xi
I From a Club to a Company
Opening Moves 5
Gygax and Arneson 15
The $300 Idea 33
II Adventurers in Business
1975: Sage Street, Goodbye 55
1976: Stab 79
1977: The Great War 103
1978: Stolen Glory 125
III The Everfull Purse
1979: Treasure in the Steam Tunnels 151
1980: The Spotlight 175
1981: Identity Crisis 199
1982: Extravagance 223
IV Disjunction
1983: Splitting the Party 251
1984: Cursed 273
1985: The Ambush at Sheridan Springs 289
Epilogue: Endgame 313
Sources and Acknowledgments 319
Index 353

Author

Jon Peterson, a leading expert on Dungeons & Dragons and role-playing games, is the author of Playing at the World, Dungeons & Dragons Art & Arcana (a Hugo Award finalist), the New York Times bestseller Heroes' Feast, and The Elusive Shift: How Role-Playing Games Forged Their Identity (MIT Press).