Dungeons & Dragons Art & Arcana

A Visual History

Foreword by Joe Manganiello
Look inside
Hardcover
$50.00 US
On sale Oct 23, 2018 | 448 Pages | 978-0-399-58094-9
An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity.

FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD

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 Dungeon magazines; 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&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.
From the INTRODUCTION

If it's true that we live in an era when it is “chic to be geek,” then Dungeons & Dragons is just about the coolest thing out there. It was, it is, and it always will be the game of the geeks, but its fandom is no longer so neatly contained. Once an esoteric diversion known only to a small but passionate group of wargamers, the game and the foundational concepts that it brought forth became among the most influential phenomena of the Information Age. The reason? The game’s earliest adopters happened to share an interest in other “geeky” things like computers, electronics, digital technologies, visual effects, filmmaking, performing arts, and beyond. These geeks grew up to develop the social and business infrastructure of the twenty-first century using concepts they had once learned on poorly lit tabletops set in dining rooms and basements. Dungeons & Dragons, according to Wired editor Adam Rogers, “allowed geeks to venture out of our dungeons, blinking against the light, just in time to create the present age of electronic miracles.” It is indeed chic to be geek, and the prophesy has finally been fulfilled: the geek shall inherit the Earth (and the parallel D&D world of Oerth).

Today, if you are one of the millions of subscribers to an MMO (massively multiplayer online game)such as World of Warcraft; a tourist in the exotic worlds of a computer role-playing franchise such as Final Fantasy or The Elder Scrolls; a virtual marksman in any first-person-shooter video game; a lover of modern fantasy television, films, or literature such as Game of Thrones; or even anyone who has ever “leveled up” in a game or rewards program, then you have Dungeons & Dragons to thank. Simply put, D&D has either directly or indirectly influenced them all. John Romero, co-creatorof the seminal first-person-shooter Doom, attributes his success to D&D, calling it “the most influential game,” adding that “the gaming concepts put forth by D&D inspired the earliest groups of gamers and computer programmers, and set into motion a revolution of creative and technical innovation.” The numbers of actors and directors who credit the game with providing them inspiration is immense, from Vin Diesel and Stephen Colbert to Rainn Wilson and the late Robin Williams. Celebrated director Jon Favreau suggested the game gave him “a really strong background in imagination, storytelling,understanding how to create tone and a sense of balance.” National Book Award–winner Ta-Nehisi Coates agrees, suggesting the game helped introduce him to “the powers of imagination.” All this is to say, the story of D&D is as important now as it has ever been, and with the recent success of 5th edition and an array of D&D-inspired blockbuster books, shows, and films surfacing, from Ready Player One to Stranger Things, its history will become increasingly visible and relevant.

Nothing conveys the story of D&D better than its visuals. At a time when fantasy and science fiction were, at best, fringe diversions, D&D was creating a culture of do-it-yourself fantasy world-building through its immersive narrative environments, given life by its ever-evolving illustrations and artwork. It depicted monsters, magic, swords, and sorcery in a way that taught fans a visual vocabulary of the unreal, fixing in the minds of a whole generation how to picture the fantastic. The relationship between Dungeons & Dragons and its artwork goes beyond symbiosis, but to outright reliance—one simply couldn’t exist without the other. The art informed the game, and the game informed the art. Beginning as amateur, homebrew sketches used to illustrate to the initiated simple concepts such as maps and the physical appearance of monsters, characters, and weapons, the art of D&D rapidly became an essential teaching tool as the game reached wider audiences less familiar with some of its fundamental concepts. The illustrations quickly had to become instructional in nature, helping players to not only conceptualize the landscapes, inhabitants, and equipment of the imagined world, but even how to use them in the context of the game. Soon the game and its fandom demanded even greater levels of sophistication—ful lcolor artwork with higher and higher levels of character andcomposition. This movement gave way to a wave of master artists who eventually developed the most important and influential fantasy art from the late 1970s to today—a collection simply unsurpassed in the fantasy genre.

The book you are holding is the dynamic story of this incredible game as told through its incomparable imagery, as well as the story of the visuals themselves. It is a carefully curated selection of art, advertising, and ephemera that we feel best represents D&D’s incredible forty-plus-year journey—a visual archive that tells a remarkable story of evolution, innovation, turmoil, perseverance, and ultimately triumph. While we expect that much of the enclosed imagery will be at least remotely familiar to D&D aficionados, the collection that follows includes numerous one-of-a-kind rarities, many of which have never been released to the public. We truly hope that you enjoy what you read and see, and that you as readers might approach this piece the same way we did—with unadulterated passion and a taste for adventure. After all, this is an adventure module of sorts, one that is intended for you personally, just as it has been for each of us. “So enjoy, and may the dice be good to you!”
© Brian McConkey
Michael Witwer is a New York Times bestselling author known for his work on the Hugo-nominated Dungeons & Dragons: Art & Arcana, the critically acclaimed Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons, and the bestselling Heroes’ Feast: The Official Dungeons & Dragons Cookbook. His most recent works include Dungeons & Dragons: The Legend of Drizzt Visual Dictionary, Heroes’ Feast Flavors of the Multiverse, and his debut novel, Vivian Van Tassel and the Secret of Midnight Lake. He holds degrees from Northwestern University and the University of Chicago and resides in Chicago, Illinois, with his wife, two daughters, and two sons. View titles by Michael Witwer
© Stefan Simchowitz
Kyle Newman is an author and award-winning filmmaker who has directed numerous feature films including the Star Wars-fueled comedy Fanboys, A24 Films’ Barely Lethal, the e-sports comedy 1UP, and the upcoming Dungeons & Dragons documentary for Hasbro, Inc. He has directed the music industry’s top artists, and produced films such as Raiders!: The Story of the Greatest Fan Film Ever Made. As an author, he is known for his work on Dungeons & Dragons: Art & Arcana, the New York Times bestselling cookbook Heroes’ Feast, and its follow-up, Heroes’ Feast Flavors of the Multiverse. An honors graduate of NYU’s Tisch School of Film/Television and a member of the Directors Guild of America, Newman resides in Los Angeles with his partner, Cynthia, and their three sons. View titles by Kyle Newman
© Jon Peterson
Jon Peterson is widely recognized as an authority on the history of games, best known as the author of Playing at the World, The Elusive Shift, and Game Wizards. He also co-authored Dungeons & Dragons: Art & Arcana, Heroes’ Feast: The Official Dungeons & Dragons Cookbook, and Heroes’ Feast Flavors of the Multiverse. He has contributed to academic anthologies on games, including MIT Press’s Zones of Control and Routledge’s Role-Playing Game Studies: Transmedia Foundations. Jon also has written for various geek culture websites, including Wired, Polygon, and BoingBoing, as well as maintaining his own blog. View titles by Jon Peterson
© Tim Sabatino
Sam Witwer is an American actor and musician, best-known for a series of sci-fi genre roles spanning a twenty-year career. He led the SyFy drama series Being Human, playing down-and-out vampire-gone-straight Aidan Waite (8+3 Hit Dice), and played conflicted Raptor Pilot Crashdown in the Hugo Award-winning series Battlestar Galactica, Superman-killing Doomsday in CW’s Smallville, misunderstood Mr. Hyde in ABC’s Once Upon a Time, and antagonist Agent Liberty on WB’s Supergirl. Sam is also well-known for his continuing work for the Star Wars saga, bringing various characters to life in video games, film, and television, including Starkiller in Star Wars: The Force Unleashed, and a multi-year, Emmy-nominated run voicing the villainous ex-Sith lord Darth Maul. Recently, Sam served as the main character in Sony’s Days Gone videogame. He is a longtime fan of science fiction and fantasy, and an avid player of both electronic games and pen-and-paper role-playing games. View titles by Sam Witwer
Dungeons & Dragons launched the great tradition of roleplaying games in 1974 with an unprecedented mix of adventure and strategy, dice-rolling, and storytelling. Wizards of the Coast continues to honor that tradition, bringing to market a diverse range of D&D game and entertainment experiences and influencing numerous writers, directors, and game designers by tapping into an innate human need to gather with friends and tell an exciting story together. View titles by Official Dungeons & Dragons Licensed

About

An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity.

FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD

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 Dungeon magazines; 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&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Excerpt

From the INTRODUCTION

If it's true that we live in an era when it is “chic to be geek,” then Dungeons & Dragons is just about the coolest thing out there. It was, it is, and it always will be the game of the geeks, but its fandom is no longer so neatly contained. Once an esoteric diversion known only to a small but passionate group of wargamers, the game and the foundational concepts that it brought forth became among the most influential phenomena of the Information Age. The reason? The game’s earliest adopters happened to share an interest in other “geeky” things like computers, electronics, digital technologies, visual effects, filmmaking, performing arts, and beyond. These geeks grew up to develop the social and business infrastructure of the twenty-first century using concepts they had once learned on poorly lit tabletops set in dining rooms and basements. Dungeons & Dragons, according to Wired editor Adam Rogers, “allowed geeks to venture out of our dungeons, blinking against the light, just in time to create the present age of electronic miracles.” It is indeed chic to be geek, and the prophesy has finally been fulfilled: the geek shall inherit the Earth (and the parallel D&D world of Oerth).

Today, if you are one of the millions of subscribers to an MMO (massively multiplayer online game)such as World of Warcraft; a tourist in the exotic worlds of a computer role-playing franchise such as Final Fantasy or The Elder Scrolls; a virtual marksman in any first-person-shooter video game; a lover of modern fantasy television, films, or literature such as Game of Thrones; or even anyone who has ever “leveled up” in a game or rewards program, then you have Dungeons & Dragons to thank. Simply put, D&D has either directly or indirectly influenced them all. John Romero, co-creatorof the seminal first-person-shooter Doom, attributes his success to D&D, calling it “the most influential game,” adding that “the gaming concepts put forth by D&D inspired the earliest groups of gamers and computer programmers, and set into motion a revolution of creative and technical innovation.” The numbers of actors and directors who credit the game with providing them inspiration is immense, from Vin Diesel and Stephen Colbert to Rainn Wilson and the late Robin Williams. Celebrated director Jon Favreau suggested the game gave him “a really strong background in imagination, storytelling,understanding how to create tone and a sense of balance.” National Book Award–winner Ta-Nehisi Coates agrees, suggesting the game helped introduce him to “the powers of imagination.” All this is to say, the story of D&D is as important now as it has ever been, and with the recent success of 5th edition and an array of D&D-inspired blockbuster books, shows, and films surfacing, from Ready Player One to Stranger Things, its history will become increasingly visible and relevant.

Nothing conveys the story of D&D better than its visuals. At a time when fantasy and science fiction were, at best, fringe diversions, D&D was creating a culture of do-it-yourself fantasy world-building through its immersive narrative environments, given life by its ever-evolving illustrations and artwork. It depicted monsters, magic, swords, and sorcery in a way that taught fans a visual vocabulary of the unreal, fixing in the minds of a whole generation how to picture the fantastic. The relationship between Dungeons & Dragons and its artwork goes beyond symbiosis, but to outright reliance—one simply couldn’t exist without the other. The art informed the game, and the game informed the art. Beginning as amateur, homebrew sketches used to illustrate to the initiated simple concepts such as maps and the physical appearance of monsters, characters, and weapons, the art of D&D rapidly became an essential teaching tool as the game reached wider audiences less familiar with some of its fundamental concepts. The illustrations quickly had to become instructional in nature, helping players to not only conceptualize the landscapes, inhabitants, and equipment of the imagined world, but even how to use them in the context of the game. Soon the game and its fandom demanded even greater levels of sophistication—ful lcolor artwork with higher and higher levels of character andcomposition. This movement gave way to a wave of master artists who eventually developed the most important and influential fantasy art from the late 1970s to today—a collection simply unsurpassed in the fantasy genre.

The book you are holding is the dynamic story of this incredible game as told through its incomparable imagery, as well as the story of the visuals themselves. It is a carefully curated selection of art, advertising, and ephemera that we feel best represents D&D’s incredible forty-plus-year journey—a visual archive that tells a remarkable story of evolution, innovation, turmoil, perseverance, and ultimately triumph. While we expect that much of the enclosed imagery will be at least remotely familiar to D&D aficionados, the collection that follows includes numerous one-of-a-kind rarities, many of which have never been released to the public. We truly hope that you enjoy what you read and see, and that you as readers might approach this piece the same way we did—with unadulterated passion and a taste for adventure. After all, this is an adventure module of sorts, one that is intended for you personally, just as it has been for each of us. “So enjoy, and may the dice be good to you!”

Author

© Brian McConkey
Michael Witwer is a New York Times bestselling author known for his work on the Hugo-nominated Dungeons & Dragons: Art & Arcana, the critically acclaimed Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons, and the bestselling Heroes’ Feast: The Official Dungeons & Dragons Cookbook. His most recent works include Dungeons & Dragons: The Legend of Drizzt Visual Dictionary, Heroes’ Feast Flavors of the Multiverse, and his debut novel, Vivian Van Tassel and the Secret of Midnight Lake. He holds degrees from Northwestern University and the University of Chicago and resides in Chicago, Illinois, with his wife, two daughters, and two sons. View titles by Michael Witwer
© Stefan Simchowitz
Kyle Newman is an author and award-winning filmmaker who has directed numerous feature films including the Star Wars-fueled comedy Fanboys, A24 Films’ Barely Lethal, the e-sports comedy 1UP, and the upcoming Dungeons & Dragons documentary for Hasbro, Inc. He has directed the music industry’s top artists, and produced films such as Raiders!: The Story of the Greatest Fan Film Ever Made. As an author, he is known for his work on Dungeons & Dragons: Art & Arcana, the New York Times bestselling cookbook Heroes’ Feast, and its follow-up, Heroes’ Feast Flavors of the Multiverse. An honors graduate of NYU’s Tisch School of Film/Television and a member of the Directors Guild of America, Newman resides in Los Angeles with his partner, Cynthia, and their three sons. View titles by Kyle Newman
© Jon Peterson
Jon Peterson is widely recognized as an authority on the history of games, best known as the author of Playing at the World, The Elusive Shift, and Game Wizards. He also co-authored Dungeons & Dragons: Art & Arcana, Heroes’ Feast: The Official Dungeons & Dragons Cookbook, and Heroes’ Feast Flavors of the Multiverse. He has contributed to academic anthologies on games, including MIT Press’s Zones of Control and Routledge’s Role-Playing Game Studies: Transmedia Foundations. Jon also has written for various geek culture websites, including Wired, Polygon, and BoingBoing, as well as maintaining his own blog. View titles by Jon Peterson
© Tim Sabatino
Sam Witwer is an American actor and musician, best-known for a series of sci-fi genre roles spanning a twenty-year career. He led the SyFy drama series Being Human, playing down-and-out vampire-gone-straight Aidan Waite (8+3 Hit Dice), and played conflicted Raptor Pilot Crashdown in the Hugo Award-winning series Battlestar Galactica, Superman-killing Doomsday in CW’s Smallville, misunderstood Mr. Hyde in ABC’s Once Upon a Time, and antagonist Agent Liberty on WB’s Supergirl. Sam is also well-known for his continuing work for the Star Wars saga, bringing various characters to life in video games, film, and television, including Starkiller in Star Wars: The Force Unleashed, and a multi-year, Emmy-nominated run voicing the villainous ex-Sith lord Darth Maul. Recently, Sam served as the main character in Sony’s Days Gone videogame. He is a longtime fan of science fiction and fantasy, and an avid player of both electronic games and pen-and-paper role-playing games. View titles by Sam Witwer
Dungeons & Dragons launched the great tradition of roleplaying games in 1974 with an unprecedented mix of adventure and strategy, dice-rolling, and storytelling. Wizards of the Coast continues to honor that tradition, bringing to market a diverse range of D&D game and entertainment experiences and influencing numerous writers, directors, and game designers by tapping into an innate human need to gather with friends and tell an exciting story together. View titles by Official Dungeons & Dragons Licensed