Saturday, February 28, 2015
In February 1975, the circular above went out to a few hundred members of the hobby game community. It announced the formation of a new partnership in the United Kingdom called the Games Workshop, founded by Ian Livingstone, Steve Jackson, and John Peake. Their endeavor marked a crucial turning point in gaming as an international hobby: this British start-up operated by eager young fans would provide a launch pad for many games that might otherwise be overlooked by the European audience. Their discovery of one obscure American game in particular would have huge ramifications.
Monday, January 26, 2015
Years before companies preemptively exploited transmedia opportunities, before computers made games a primary part of any media strategy, it was up to the fans to make game versions of their favorite stories. Stories could move from novels to the big screen, but commercial tie-in games, when they appeared at all, invariably recycled the play of familiar children's boardgames. Yet great war stories demanded wargames, and the boldest fans brought their wargame designs to the market heedless of the consequences. Here in the tussle between fans and rights holders, between hobbies and commercialization, with a hint of corporate intrigue thrown in the mix, lies the story of gaming the Battle of the Five Armies.
Wednesday, December 31, 2014
2014 is behind us. From all of us here at Playing at the World (well, that's actually just me), I wanted to thank everyone who follows the work here. Since the subject matter is a bit niche, and Playing at the World doesn't boast a great many social media followers, I'm really grateful to the folks with a wider audience who take the time to draw attention to my research.
For anyone who didn't obessively follow Playing at the World in 2014, here's a retrospective year in the life of a gaming historian.
Monday, December 29, 2014
As my final contribution to role-playing game posterity for 2014, I wrote a new piece on TSR's internal process of making modules that traces the evolution of one Expert-series product from its conception in 1982 to publication in 1984. It turns out the development process could be a bit of a quagmire - maybe even nine hells worth of development.
Read it here on Medium.
Thursday, December 11, 2014
Following on the official release of the Dungeon Master's Guide, and thus the completion of the core 5th edition Dungeons & Dragons rulebooks, Wizards of the Coast has put up a new timeline of the history of Dungeons & Dragons on their web site. It replaces an older one dating to shortly after the turn of the millennium, which had been cited by numerous Wikipedia articles--but which unfortunately contained a few inaccuracies. I worked with Wizards to clean these up and provide a sturdier historical account of the game for today's readers.
Monday, November 24, 2014
character sheet thus became an essential accessory in role-playing games. But before characters, there were similar record sheets used in some types of earlier simulations, and their continuity with the later Dungeons & Dragons accessories is immediately apparent upon inspection. Above is a sheet that shipped with Gygax and Arneson's first collaboration, the naval wargame Don't Give Up the Ship (1972).
Sunday, October 5, 2014
Over on Medium, I posted a new and lengthy piece about the first female gamers, and how Dungeons & Dragons managed to win the interest of women where prior wargames had not. The process of making the hobby more inclusive was not an entirely smooth one, as the illustration above might suggest. You can read the essay here: