The Elusive Shift: How Role-Playing Games Forged Their Identity

The Elusive Shift: How Role-Playing Games Forged Their Identity

  • Downloads:2526
  • Type:Epub+TxT+PDF+Mobi
  • Create Date:2021-04-10 13:57:44
  • Update Date:2025-09-06
  • Status:finish
  • Author:Jon Peterson
  • ISBN:0262044641
  • Environment:PC/Android/iPhone/iPad/Kindle

Summary

How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre。When Dungeons & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games。 D&D is now popularly considered to be the first role-playing game。 But in the original rules, the term "role-playing" is nowhere to be found; D&D was marketed as a wargame。 In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games--and by doing so, established a new genre of games。

Peterson examines key essays by D&D early adopters, rescuing from obscurity many first published in now-defunct fanzines。 He traces the evolution of D&D theorizing, as writers attempted to frame problems, define terms, and engage with prior literature。 He describes the two cultures of wargames and science fiction fandom that provided D&D's first players; examines the dialogue at the core of the game; explains how game design began to accommodate role-playing; and considers the purpose of the referee or gamesmaster。 By 1977, game scholars and critics began to theorize more systematically, and Peterson explores their discussions of the transformative nature of role-playing games, their responsibility to a mass audience, and other topics。 Peterson finds that the foundational concepts defined in the 1970s helped theorize role-playing, laying the foundation for the genre's shift into maturity in the 1980s。

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Reviews

pookie

[Friday Faction] The Elusive Shift—A review of ‘How Role-Playing Games Forged Their Identity’, a history of the early development of the RPG by Jon Peterson。http://rlyehreviews。blogspot。com/2021。。。 [Friday Faction] The Elusive Shift—A review of ‘How Role-Playing Games Forged Their Identity’, a history of the early development of the RPG by Jon Peterson。http://rlyehreviews。blogspot。com/2021。。。 。。。more

Kevin

An excellent followup to his last book。 Instead of looking at the straight history of role-playing games, this looks more at the formative period of the RPG golden age of the 70's, and spends a lot of time on the nature of role-playing games。 Very engrossing, and some excellent talking points that will influence how I think of runningRPGs going forward。 An excellent followup to his last book。 Instead of looking at the straight history of role-playing games, this looks more at the formative period of the RPG golden age of the 70's, and spends a lot of time on the nature of role-playing games。 Very engrossing, and some excellent talking points that will influence how I think of runningRPGs going forward。 。。。more

Michael

Not an easy book。This is a book about game theory, and the historical development of game theory。 Specifically, the author has gone back to the earliest days of role-playing games, and traced their nascent beginnings from war gaming to an entirely new kind of game called "role playing。" Not for the faint of heart! This book is published by MIT Press and is remarkably researched: the author read many, many (MANY) 1970s fanzines in order to create a detailed history of how these games were imagine Not an easy book。This is a book about game theory, and the historical development of game theory。 Specifically, the author has gone back to the earliest days of role-playing games, and traced their nascent beginnings from war gaming to an entirely new kind of game called "role playing。" Not for the faint of heart! This book is published by MIT Press and is remarkably researched: the author read many, many (MANY) 1970s fanzines in order to create a detailed history of how these games were imagined, created, and argued over。 I found it all fascinating。I have been playing these games for 40 years now, and I am at the point where I am as interested in their history as I am in playing them。 Dangerous Games: What the Moral Panic Over Role-Playing Games Says about Play, Religion, and Imagined Worlds, Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It, Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons and (a few) other books have begun to tell the story of role playing games and their impact on culture。 Great stuff!The first role playing games came out of war gaming and sci-fi/fantasy fandom。 From pieces on a game board to players 'becoming' characters in a make-believe world, the influence of RPG's earliest development can still be felt today。 Every kid who logs on to a computer game, or flips on their X-Box or PS5 and plays a character running around in a make-believe world owes their experience to people like Gary Gygax and Greg Stafford。 Games--video, TTRPG, etc。--are a multi-billion dollar industry, and were dreamed up by some nerdy dudes in the mid-west 50 or 60 years ago。 Gods be praised! So, yeah。。。this book is a deep dive into how these games were born。 I can't say I enjoyed read it, but I am glad that I did。 It helped me to understand some of the different styles of play (using experience points for leveled progression vs。 narrative play, for example) that still come up today, five decades later。 TTRPGs have never been more popular than they are today, and for this I am glad: they are a wonderful experience in shared story telling, and if there has been one good thing that's come out of the COVID pandemic, it has been my re-connection with these games。 I love them。 Always have。 。。。more

John

In 1974 Dungeons & Dragons described itself as a set of “rules for fantastic medieval wargames campaigns。” Nowhere in the text could the term “role-play” or “role-playing game” be found。 This book attempts to show how that term came to be applied to D&D and the games it inspired, and how the application of that term shaped the discussion of what exactly D&D (and other role-playing games) was, and how it should be played。The author does this largely through exploring the fanzines of the era, with In 1974 Dungeons & Dragons described itself as a set of “rules for fantastic medieval wargames campaigns。” Nowhere in the text could the term “role-play” or “role-playing game” be found。 This book attempts to show how that term came to be applied to D&D and the games it inspired, and how the application of that term shaped the discussion of what exactly D&D (and other role-playing games) was, and how it should be played。The author does this largely through exploring the fanzines of the era, within which a lot of this debate played out。 In the process, showing that many of the questions asked by later gamers as to what was the nature of role-playing were being asked by the earliest players, and many of the same answers were being presented。An excellent addition to the still rather limited corpus of works covering the history of role-playing games。 。。。more

Chris Aylott

A detailed exploration of the early days of roleplaying games, and how players and designers formed their understandings of RPGs from the collisions and collaborations of wargaming and science fiction fan communities。 Peterson digs deeply into both officially published material and amateur fanzines, showing how the interplay between these two influenced the development of the RPG hobby。 I was especially surprised by the amount of creative activity going in the years immediately before and after A detailed exploration of the early days of roleplaying games, and how players and designers formed their understandings of RPGs from the collisions and collaborations of wargaming and science fiction fan communities。 Peterson digs deeply into both officially published material and amateur fanzines, showing how the interplay between these two influenced the development of the RPG hobby。 I was especially surprised by the amount of creative activity going in the years immediately before and after the release of Dungeons and Dragons。 A lot of the ideas that were shocking and "new" in the the RPG design scene of the 1990s and 2000s bubbled up independently in the 1970s, only to be forgotten and reinvented later on。 It's a bit humbling, and also refreshing to see how many of the "givens" of the RPG hobby were anything but obvious until a bunch of players tried an idea out and liked the results。Read in an advance edition as part of some related research。 。。。more