Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Rise of the Dungeon Master: Gary Gygax and the Creation of D&D


David Kushner - 2017
    Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.

Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P


Dale Henson - 1995
    

Yes Please


Amy Poehler - 2014
    Powered by Amy’s charming and hilarious, biting yet wise voice, Yes Please is a book full of words to live by.

Arcana Unearthed: A Variant Player's Handbook


Monte Cook - 2003
    IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.

Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons


Michael Witwer - 2015
    Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.

I Might Regret This: Essays, Drawings, Vulnerabilities, and Other Stuff


Abbi Jacobson - 2018
    why? But Abbi had always found comfort in solitude, and needed space to step back and hit the reset button. As she spent time in each city and town on her way to Los Angeles, she mulled over the big questions -- What do I really want? What is the worst possible scenario in which I could run into my ex? How has the decision to wear my shirts tucked in been pivotal in my adulthood? In this collection of anecdotes, observations and reflections--all told in the sharp, wildly funny, and relatable voice that has endeared Abbi to critics and fans alike--readers will feel like they're in the passenger seat on a fun and, ultimately, inspiring journey. With some original illustrations by the author.

Heroes of the Fallen Lands: An Essential Dungeons & Dragons Supplement


Mike Mearls - 2010
    Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters. In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dwarves, eladrin, elves, halflings, and humans.

Diary of a Mad Diva


Joan Rivers - 2014
    And everyone, God help them.The result? A no-holds-barred, delightfully vicious and always hilarious look at the everyday life of the ultimate diva. Follow Joan on a family vacation in Mexico and on trips between New York and Los Angeles where she mingles with the stars, never missing a beat as she delivers blistering critiques on current events, and excoriating insights about life, pop culture, and celebrities (from A to D list), all in her relentlessly funny signature style.This is the Diary of a Mad Diva. For the first time in a century, a diary by someone that’s actually worth reading.

Dungeons and Dragons Core Rulebook 1 Players Handbook


Jonathan Tweet - 2001
    

Bossypants


Tina Fey - 2011
    She also had a dream that one day she would be a comedian on TV.She has seen both these dreams come true.At last, Tina Fey's story can be told. From her youthful days as a vicious nerd to her tour of duty on Saturday Night Live; from her passionately halfhearted pursuit of physical beauty to her life as a mother eating things off the floor; from her one-sided college romance to her nearly fatal honeymoon—from the beginning of this paragraph to this final sentence.Tina Fey reveals all, and proves what we've all suspected: you're no one until someone calls you bossy.

You're Never Weird on the Internet (Almost)


Felicia Day - 2015
    There’s also Felicia Day—violinist, filmmaker, Internet entrepreneur, compulsive gamer, hoagie specialist, and former lonely homeschooled girl who overcame her isolated childhood to become the ruler of a new world... or at least semi-influential in the world of Internet Geeks and Goodreads book clubs.After growing up in the south where she was "home-schooled for hippie reasons", Felicia moved to Hollywood to pursue her dream of becoming an actress and was immediately typecast as a crazy cat-lady secretary. But Felicia’s misadventures in Hollywood led her to produce her own web series, own her own production company, and become an Internet star.Felicia’s short-ish life and her rags-to-riches rise to Internet fame launched her career as one of the most influential creators in new media. Now, Felicia’s strange world is filled with thoughts on creativity, video games, and a dash of mild feminist activism—just like her memoir.Hilarious and inspirational, You’re Never Weird on the Internet (Almost) is proof that everyone should embrace what makes them different and be brave enough to share it with the world, because anything is possible now—even for a digital misfit.

Take the Cannoli


Sarah Vowell - 2000
    Vowell tackles subjects such as identity, politics, religion, art, and history with a biting humor. She searches the streets of Hoboken for traces of the town's favorite son, Frank Sinatra. She goes under cover of heavy makeup in an investigation of goth culture, blasts cannonballs into a hillside on a father-daughter outing, and maps her family's haunted history on a road trip down the Trail of Tears. Vowell has an irresistible voice—caustic and sympathetic, insightful and double-edged—that has attracted a loyal following for her magazine writing and radio monologues on This American Life.

The Fangirl's Guide to the Galaxy: A Handbook for Girl Geeks


Sam Maggs - 2015
    The Fangirl’s Guide to the Galaxy is the ultimate handbook for ladies living the nerdy life, a fun and feminist take on the often male-dominated world of geekdom. With delightful illustrations and an unabashed love for all the in(ternet)s and outs of geek culture, this book is packed with tips, playthroughs, and cheat codes for everything from starting an online fan community to planning a convention visit to supporting fellow female geeks in the wild.

The Geek Feminist Revolution


Kameron Hurley - 2016
    The Geek Feminist Revolution also features several entirely new essays written specifically for this volume.Unapologetically outspoken, Hurley has contributed essays to The Atlantic, Locus, Tor.com, and elsewhere on the rise of women in genre, her passion for science fiction and fantasy, and the diversification of publishing.