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I'm reading Playing At The World - Anyone else read it?

Dungeoneer

First Post
I've been eyeing Jon Peterson's Playing At The World on Amazon for some time. The price held me back, though. I kept waiting for it to drop. It never has, so finally I bit the bullet and ordered a copy. It came yesterday and now I see why it costs so much: it's enormous! A 740 page tome on the early history of D&D. Nonetheless I'm excited to read it.

I'm already through the introduction and thirty-some odd pages into Chapter 1. It's very interesting and most of it is new to me. Grognards will no doubt snort derisively, but I did not know that GenCon pre-dated D&D and was in many ways responsible for bringing together the people that made D&D happen. Of course I knew the broad strokes of Gygax and Arneson's collaboration, but I'm only in my thirties so even that seemed like pre-history to me!

It's very interesting to me that the pre-D&D wargame community so closely resembles the modern D&D community (albeit without a little thing called The Internet). There was a small but enthusiastic group of fans. Many of them were looking for people to play with, or at least talk about the game with (newsletters and play-by-mail were their message boards). There were sub-groups dedicated to specific types of games (like naval battle simulation). There were also bitter arguments over rules and rifts and schisms in the community. The more things change...

Anyway, it's clear that D&D couldn't have been created without that community. It's a game that requires a pretty good number of dedicated enthusiasts to play. It requires a significant amount of time invested playing the game and learning it. How do you find people like this and get them together in one room? Even today it's a problem for some. But the existing wargaming community really helped solve that problem. If Gygax had published D&D in a vacuum, a few lonely enthusiasts would have bought it, but they probably wouldn't have had anyone to play it with! It's unlikely that it would have seen the success it did.

Of course D&D wouldn't have come into being in a vacuum, in all likelihood. The wargaming community allowed the ideas that underlie tabletop roleplaying games to cross-pollinate. I think it's safe to say that neither Gygax nor Arneson would ever have invented something like D&D if they hadn't been exposed to miniatures wargames and board game wargames. And there was a practice in the community of sharing rules for game variants at virtually no cost, so people could try out different rule sets and improve on them. There is no question that D&D drew heavily from the ideas of the wargaming community. All of which were propagated by newsletters, mail correspondence and conventions*.

Has anyone else read PatW?

* No internet. Not even email. Absolutely MIND-BLOWING to this child of the 80's.
 

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Yeah it is a well written and extensively researched book. I have it on my phone to read whenever I get the chance so I am only up to the German wargames period. It is very interesting, so much that the bitsy reading via Kindle is not good enough. So I ordered the physical as well and hope to be able to sit down and give it a proper read soon.

I really recommend it with anyone with an interest in the history of RPGs etc.
 


saskganesh

First Post
I've read it. It is excellent, but sometimes it's pretty dry and sometimes all the minutiae about early gaming is a bit too much. In other words, truly exhaustive!

Content comes primarily from text sources, including zines, apas, letters, what have you. I wish there was more communication with some of the pioneers, many of whom are in good health, still gaming and still alive. First person accounts and anecdotes. Would add a lot of character. Also wished there was more specifically about the early gaming business, TSR and competitors.

It's a great book though.
 


Dungeoneer

First Post
I've read it. It is excellent, but sometimes it's pretty dry and sometimes all the minutiae about early gaming is a bit too much. In other words, truly exhaustive!

Content comes primarily from text sources, including zines, apas, letters, what have you. I wish there was more communication with some of the pioneers, many of whom are in good health, still gaming and still alive. First person accounts and anecdotes. Would add a lot of character. Also wished there was more specifically about the early gaming business, TSR and competitors.

It's a great book though.
Yeah, it's worth saying that you shouldn't necessarily rush out and buy this book because it's NOT for everyone. It's a pretty dense book and it's painstakingly referenced and foot-noted. This is a seriously deep dive into OD&D and its influences.
 

Dungeoneer

First Post
I just finished Chapter 1. Here's something very interesting that I learned:

Dave Arneson's epic 'Napoleonic Wars' campaign was very innovative in a key way: it used a 'referee' who could make rulings as he saw fit. This was quite unusual for wargames at the time. In fact the idea went all the way back to the German wargames of the 19th century! Nearly 90 years earlier there had been an American import of an English adaptation of these kinds of games, and Dave Arneson apparently had a copy and used this as the model for his games.

Because there was a referee, the players weren't bound by a limited scope of rules. They could attempt virtually anything, and it was up to the referee to determine their chance of success. Hmm, sounds familiar...
 

Alzrius

The EN World kitten
I read the book about a year ago, and posted my review of it over on Stuffer Shack.

EDIT: If you like Playing at the World, then you'll also probably like the forthcoming Designers & Dragons. Check out the preview chapter covering the history of TSR - over a hundred pages! - for free at that link (author Shannon Appelcline makes sure to give Playing at the World a shout-out in the foreword, to boot).
 
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I read the book about a year ago, and posted my review of it over on Stuffer Shack.

EDIT: If you like Playing at the World, then you'll also probably like the forthcoming Designers & Dragons. Check out the preview chapter covering the history of TSR - over a hundred pages! - for free at that link (author Shannon Appelcline makes sure to give Playing at the World a shout-out in the foreword, to boot).

I think Designers and Dragons is getting a re-boot ... ah you ninja edited me LOL

Shannon also does those cool little history blurbs that go with the dndclassics PDF listings, very cool
 

Dungeoneer

First Post
I just finished Chapter 2, which explores the literary fantasy influences of the first edition of D&D. In typical Jon Peterson fashion, this includes a survey of the entire canon of Western fantasy literature.

My major complaint here is Peterson's attempt to find a literary precursor to just about every class, monster, power and item. At one point he scratches his head over the fact that there are few literary antecedents for the way D&D treats magic rings as sources of protective magic. What, Gary Gygax couldn't have an original idea or come up with something out of his own head to fill a mechanical niche? Obviously Gygax and Arneson were heavily influenced by literary fantasy but that doesn't mean that EVERYTHING in the game comes from a book.

I was interested to learn that Arneson's Blackmoor campaign used a component-based magic system totally different from the highly incomplete 'Vancian' system that showed up in the first edition of D&D. I think it's quite a pity that Arneson didn't have more influence over Gygax in this regard as his system sounds much more interesting to me. I find the entire Vancian magic system to feel extremely gamist. Furthermore, almost no fantasy works besides 'The Dying Earth' use a system that is remotely similar. I don't know why Gygax decided to model his magic rules on such an obscure source. I think that D&D players only accept Vancian casting because it was their 'first magic system'. Seen from the outside, one might be inclined to question it.
 

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