Meet the characters behind the characters and the gamers behind the games in Designers & Dragons: The '70s! Contains PDF, Kindle, and. Designers & Dragons: The '90s is a comprehensive picture of the heyday of the RPG industry. This 2nd edition expands the original single book into a series of. Designers & Dragons: The '00s is a comprehensive picture of the new resurgence of the RPG industry. This 2nd edition expands the original single book into a.
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Designers & Dragons: The '90s 9 Shannon Appelcline viii those changes led to White Wolf becoming more interested in PDF and elec-. portal7.info • [email protected] @EvilHatOfficial on Twitter facebook. com/EvilHatProductions. Designers and Dragons: The '70s. designers-dragons-sideart-fanV3 If there's one thing that the “old school” revolution has taught us, it's that history is important to us as gamers. Our roots matter.
Our roots matter. But how much do we actually know — or remember — of the origins of this hobby of ours? In this four-volume, decade-by-decade series from Evil Hat, author and game historian Shannon Appelcline will dig deep into the lore of our forty-year-old hobby, uncovering the forgotten facts and hidden stories behind the biggest and most influential names in roleplaying games. Download it here! Really really looking forward to this! Is it available for an e-reader? We will be making it available in various ereader formats.
And we've just been reviewed by GeekDad! Check out the GeekDad review here.
In short, we want to be able to print and release all four volumes at the same time. This Kickstarter will enable our goal of printing more than just the s volume at the same time.
It will help cover the print runs and some of the costs for Volumes so that we can do this right—and with full knowledge of how many of you out there are interested!
Plus, if we hit our initial funding goal and our first two stretches, we'll be able to release the full set all at once.
This Kickstarter gives us an opportunity to spread our excitement in more productive ways than running through the neighborhood whilst festooned with streamers and blaring horns. And with less of a chance of getting arrested, which is a double win.
Seriously, these books are addictively awesome. So you might see something like Margaret Weis Productions listed above where it was originally known as Sovereign Press, and so on. Are you a backer? The first in a four volume series, this book has more interesting tidbits than a hundred pop up videos. All in all, over 50, new words over the previous edition!
In this volume you'll get all the general awesomeness as described above, plus a free set of downloadable Ginsu knives we're kidding, but we wish we weren't! Foreword by: Mike Pondsmith! This volume has about 10, new words added vs. Just like the earlier volumes, plus a free Baywatch-themed gaming session with David Hasselhoff. No, not really. Foreword by: Peter Adkison! Also an inside look at d20 companies like Green Ronin and Mongoose Publishing and at indie presses like those weirdos at Evil Hat Productions.
Hugely expanded from the prior edition — tens of thousands of additional words and a number of new companies. More on that later. Each book is over pages 6 by 9 and the total of all four volumes is just under pages. The quality on the printed books is good and the layout is easy to read and move through. Art in the book is mostly informative iconography and scanned covers of books being talked about. The primary focus of the series is on gaming companies and the stories that revolve around them.
The book starts with a company in the decade it began, then follows it through its history, revealing the ups and downs, popularity, reasons it might have gone out of business if it did , and where some of the designers and people behind the brand went. While there is a lot of spiderwebbing of stories between decades, you can get the majority of what happened to one company by reading its entry.
At the end of each entry is a nice What To Read Next section. If a story continues on in another section, such as a developer leaving to start their own company, then that is noted. If nothing particular leads on to the next section, then similar RPGs, companies, or gaming styles are noted.
It makes reading kind of like a Choose Your Own Adventure book, but also makes reading sections and jumping about fairly easy. It is quite nice to pick up the book for a quick break. You can read a section, then jump around to another section, then set the book down for another 10 minutes of reading later. Hard subjects are tackled, but in a respectful way.
Controversies are revealed, but with very little opinion in the writing. While every form of moderately academic writing or comprehensive fact based research is going to be a bit dry, the book is written in a very human way.
This is a straight and easy to read history of gaming companies and how they affected the industry, and it covers the material in an easy to read style. It is also not an overview of gaming in general, though it does touch on many of the trends and provides a decent idea of why certain trends occurred.
By reading through a volume, a reader will have an idea of what was happening in gaming at the time, but there is no attempt to delve directly or in-depth into the whats and whys of certain trends. That in itself is a positive point for the books as well.
Designers and Dragons presents the facts as best as could be complied and lets you put the picture together from there. By having the pieces accessible, the reader can put together the bigger picture without any research bias.
How Comprehensive Is It?
As I read through sections, especially as I got to the most recent entries, I began to wonder how thorough it would be and what would qualify a company for entry into the volumes. As the means of production became more available to the public, through printing houses like lulu and selling marketplaces like Drive Thru RPG, the number of people producing role playing game related materials exploded.
Needless to say, covering every single role playing game company or producer would be a task that left one with no time whatsoever. Designers and Dragons focuses on the most notable entities. Though each book is massive at pages, to do otherwise would balloon each volume up to a gigantic size.
Instead, the companies and trendsetters that are most notable are covered in as complete a way as possible.