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Peterson - Playing at the world : a history of simulating wars, people and fantastic adventures, from chess to role-playing games

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Peterson Playing at the world : a history of simulating wars, people and fantastic adventures, from chess to role-playing games
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Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century. Read more...
Abstract: Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century

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PLAYING at the WORLD
Unreason Press Box 90656 San Diego CA 92109 2012 by Unreason Press LLC All - photo 1

Unreason Press, Box 90656, San Diego, CA 92109 2012 by Unreason Press LLC All rights reserved. Published 2012. Printed in the United States of America 21 20 19 18 17 16 15 14 13 12 1 2 3 4 5 ISBN: 978-0615642048 (cloth)

Figure 8 appears by permission of Don Perrin. Figure 15 appears courtesy of Robert E. Howard Properties. Figure 23 appears by special permission of the City of Bayeux. Figure 25 is The Trustees of the British Museum. Figure 26 appears courtesy of the Houghton Library of Harvard University. Figure 37 appears by permission of John Curry. Figure 38 appears by permission of Getty Images, Time & Life Pictures, Leonard McCombe. Figure 42 appears by permission of Mike Mornard. Figure 49 appears by permission of the Gygax

Estate. Figure 52 appears by permission of the Philip A. Harrington Estate. Figure 54 appears courtesy of the Minnesota Historical Society. Figure 57 appears by permission of Caliver Books. Figure 64 appears by permission of Flying Buffalo; Tunnels & Trolls is a

trademark of Flying Buffalo, Inc. www.flyingbuffalo.com.

Figure 24 is 1973 Conan Properties International LLC. CONAN and related logos, names, characters and distinctive likeness thereof are trademarks and copyrights of Conan Properties International LLC. All rights reserved.

Figures 18, 22 and 59 appear by permission of Marvel Worldwide. Doctor Strange, the Mighty Thor and all other Marvel characters: TM & 2012 Marvel Entertainment, LLC and its subsidiaries. All rights reserved.

Figures 20 and 47 appear courtesy of the British Library. The British Library Board, Ashley 2468, f.1; Harley 3244, f.59.Figure 29 appears courtesy of the House of Hohenzollern, HRH Georg Friedrich Prince of Prussia, SPSG. Photographer: Roman Mrz.

Dungeons & Dragons is a trademark of Wizards LLC, a division of the Hasbro Corporation. Unreason Press gratefully acknowledges the generosity of Wizards LLC for its nonobjection to the use of many figures.

All trademarks and service marks referenced in this work are the property of their respective owners.Back cover: Detail of Beschreibung und Regeln eines neuen Krieges-Spiels zum Nutzen und Vergngen, besonders aber zum Gebrauche in Militairschulen (1797)
CONTENTS

Figures ............................................................................................................................................... viii Introduction ....................................................................................................................................... xi Acknowledgments ........................................................................................................................... xxi Chapter One: A Prelude to Adventure (1964 1974).................................................................... 1

1.1 The Rise of Wargaming Clubs............................................................................................... 5
1.2 Miniature Wargaming ........................................................................................................... 14
1.3 The Medieval Setting ............................................................................................................ 20
1.4 The Castle & Crusade Society ............................................................................................. 27
1.5 Amateur Attempts and Guidon Games............................................................................. 34
1.6 Chainmail and Fantasy Wargaming...................................................................................... 41 .................................................................................... 47
1.8 The Fall of the IFW .............................................................................................................. 53
1.9 The Return of the Referee ................................................................................................... 58
1.10 Blackmoor ............................................................................................................................ 64
1.11 The Fantasy Game .............................................................................................................. 72
1.12 Startled by the New............................................................................................................. 79 Chapter Two: Setting The Medieval Fantasy Genre ............................................................... 81
2.1 The Evolution of Fantasy .................................................................................................... 83 2.1.1 Fantasy as Popular Adventure Fiction ....................................................................... 84 ......................................................................... 90 2.1.3 Fantasy after the Pulps................................................................................................100
2.2 War and its Opponents ......................................................................................................109
2.3 The Influence of Tolkien ...................................................................................................116
2.4 The Visitation Theme .........................................................................................................121
2.5 On Dungeons and On Dragons .......................................................................................128 2.5.1 Mazes with Monsters ..................................................................................................129 2.5.2 Draco HorribilIs ..............................................................................................................134
2.6 Fantastic People and Creatures .........................................................................................140
2.7 Classes ...................................................................................................................................157 2.7.1 Fighting-men ................................................................................................................158 2.7.2 Magic-users ...................................................................................................................162 2.7.3 Clerics ............................................................................................................................172

vi

2.8 Alignment and Parties ........................................................................................................ 179 2.9 Economics and Equipment............................................................................................... 187 2.9.1 Conventional Equipment........................................................................................... 192 2.9.2 Magic Items.................................................................................................................. 194 2.10 Beyond Dungeons and Beyond Dragons ..................................................................... 200 Chapter Three: System The Rules of the Game.................................................................... 203 3.1 A History of Wargames ..................................................................................................... 204 3.1.1 Games of War Before 1780....................................................................................... 205 3.1.2 The Brunswick Gamers (1780 1811) ...................................................................... 212 3.1.3 Reiswitz, Father and Son (1811 1824) .................................................................... 221 3.1.4 The Kriegsspiel Vogue (1824 1881)........................................................................ 237 3.1.5 Toy Soldiery (1881 1914) .......................................................................................... 251 3.1.6 Wargaming and the World Wars (1914 1945) ....................................................... 270 3.1.7 The Civilian Revolution (1945 1968) ...................................................................... 283 3.2 System in Dungeons & Dragons ........................................................................................... 303 3.2.1 The Instruments of Play............................................................................................. 304 3.2.2 Avoiding Death: Hit Points, Armor Class and Saving Throws ........................... 320 3.2.3 Stratified Progression.................................................................................................. 341 3.2.4. Individuation, Personality and Requisites .............................................................. 359 Chapter Four: Character Roles and Immersion .................................................................... 373 4.1 Coalitions at RAND and in Diplomacy ............................................................................. 376 .................................................................................. 386 ................................................................................................................... 387 4.2.2 The Mariposan Empire .............................................................................................. 391 4.3 Personalities by Post........................................................................................................... 400 4.4 Improvisation and Anachronism...................................................................................... 413 4.5 Hyboria and the Campaign as Story ................................................................................ 425 4.5.1 Dramatizing Games .................................................................................................... 427 4.5.2 Characters Run Amok ................................................................................................ 433 4.6 The Midgard Phenomenon ............................................................................................... 441 4.6.1 Midgard in the United Kingdom .............................................................................. 445 4.6.2 Midgard II and Beyond .............................................................................................. 449 4.7 Characters and Role-Playing ............................................................................................. 455 Chapter Five: The Dawn of Role-Playing (1974 1977) .......................................................... 459

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