ISBN 9780615642048
As the editor of wargaming books (some
mentioned in the bibliography), I was asked by the author to do a review of
this new book.
The book is Jon Peterson’s magnum opus (great
work) about the development of roleplaying up to the 1980s when the roleplaying
games started to spread onto various computer platforms. The chapters explore the
detailed chronology of wargaming events prior to the publication of Dungeons
and Dragons (D+D), the development of the medieval fantasy game genre, the
origin of the D+D rules and what happened in roleplaying after D+D was
published.
The source of much of the material is
various archives of fanzines held in American, publically and in private
collections. The list of games and magazines alone covers nine pages in the
bibliography. The intellectual effort to pull together this vast plethora of
material was a staggering undertaking.
The result is a substantial book at 698
pages, with the section on the development of wargaming rules and their
influence in the development of roleplaying games having approximately 100
pages. Due to the length and depth of the book, it is no easy read. Some of the
ins and outs of development are covered in great detail, for example the
material shedding light and investigating the D+D clerics is eight pages. Saying
that, the material is fascinating to anyone interested in the murky origins of
roleplaying games.
The book delves into such mysteries as the
issues of copyright and intellectual property for the creation of D+D (a most
curious tale), the development of the magic user, dungeon settings and role of thieves
in the game. It was new to me that Tony Bath, the UK wargamer who started
ancient and medieval wargames and was well known for his Hyborian campaign, was
given credit by Gary Gygax for the inspiration for his Chainmail rules.
The book also has a most interesting
section on early wargames of Hellwig, Venturini, Reiswitz, etc, based on
translations of the some of their pioneering work. Some of this work has never,
to my knowledge, been available in English before.
With a book of this length, it is not surprising
that I have some different interpretations in a few areas, particularly in the
discussion about the history of wargaming. Donald Featherstone, one of the
dozen or so people who made wargaming a popular past-time, is rightly given
credit, but his main job was a physiotherapist.
Perhaps I would have included more about the advent of live-roleplaying, where
people borrowed the idea from historical re-enactors and started to play out
D+D adventures in full costume and padded weapons, but exploring the origin of
that subject would have added more pages to this book.
I can say with some certainty that no-one
else is likely to write a book about the development of roleplaying that will
ever match the scope and depth of this book. Whilst the book is targeted at a
specialist audience, if a wargamer is interested in the origins of the D+D
genre, this is the book. There is no other to compare.
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