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Game Wizards

The Epic Battle for Dungeons & Dragons

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Game Wizards

By: Jon Peterson
Narrated by: Chris Andrew Ciulla
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About this listen

When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success—and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson—a noted authority on role-playing games—explains how D&D and its creators navigated their successes, setbacks, and controversies.

Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous.

With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

©2021 Massachusetts Institute of Technology (P)2022 Tantor
Social Sciences Game Magic Fantasy Fiction Wizardry Success Dragons Magic Users
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I wish that they’ll define a bit more a difference between dnd and adnd. Here are a few words that I’m missing to my minimum 15 words review

Great book

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Abridged – Full review on Substack paddyewi.substack.com

Game Wizards: The Epic Battle for Dungeons & Dragons is a historical account of the genesis of Dungeons and Dragons, its writers and publishers with as much drama, intrigue and interpersonal chaos as your average game of D&D.

Game Wizards outlines the early conventions and collaborations that made D&D – and TSR’s success – possible, and also sheds light on the disputes of D&D’s ownership and authorship. The games two credited creators – Gygax and Arneson – would feud for many years over rights and royalties. Though Gygax is a name many will know, and be familiar with as one of the game’s creators – Arneson also played a significant role. Game Wizards narrates the relationship between the two (and Gygax’s company TSR) through detailed recount from letters, accounting and even community discourse through fanzines such as Other Worlds and Alarums and Excursions.

Each chapter of Game Wizards presents one year, detailing the publications, business moves and interpersonal conflicts of each. This approach gives a real-time feeling to the story. This makes potent the astronomical rise of TSR. The incredible rapid expansion of TSR from the garages of wargaming hobbyists to a million-dollar business within only a few years is fascinating to witness through the timeline Peterson presents. This is aided by each chapter ending with a summary of TSR’s yearly revenue and stock valuation, Gen-Con’s yearly attendance figures and other details such as ‘players eliminated’ or ‘disputed HG Wells awards’ which put numerical values on the story.

I think fans of Dungeons & Dragons, or the broader hobby, who have any interest in its genesis and early history will take great enjoyment in reading Game Wizards. It will certainly bolster your appreciation of just how lucky we all are that this game succeeded and survived.

I'm really hoping Peterson's recent book The Elusive Shift is also produced into an audio book - I'd love to listen to it.

As much drama, intrigue and interpersonal chaos as your average game of D&D.

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