Designers & Dragons: The 90s
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Narrated by:
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Colby Elliott
About this listen
Everything you’ve wanted to know about the origins of roleplaying games…
Designers & Dragons: The 90s is a comprehensive picture of the heyday of the RPG industry. This 2nd edition expands the original single book into a series of four—beginning with the ’70s and ending with the ’00s—and we’ve added over 10,000 new words to this volume alone. In this volume, we profile an RPG titan—Wizards of the Coast—and cover the rise of storytelling RPG settings like White Wolf’s World of Darkness. Regardless of your gaming background, Shannon Appelcline’s meticulously researched history won’t disappoint.
In this volume, you’ll find:
- A foreword by Peter Adkison, founder of Wizards of the Coast & owner of Gen Con
- Profiles for 21 1990s gaming companies, including Wizards of the Coast, White Wolf, and Atlas Games
- The inside scoop behind games like Dungeons & Dragons 3e, Warhammer 40K, Ars Magica, and Wizards of the Coast
- Ten things you might not know about roleplaying in the ‘90s
- An extensive bibliography and index
Meet the characters behind the characters and the gamers behind the games in Designers & Dragons: The ‘90s!
PLEASE NOTE: When you purchase this title, the accompanying PDF will be available in your Audible Library along with the audio.
©2014 Shannon Appelcline (P)2022 Last Word AduioListeners also enjoyed...
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In Electronic Dreams, Tom Lean tells the story of how computers invaded British homes for the first time, as people set aside their worries of electronic brains and Big Brother and embraced the wonder technology of the 1980s. This book charts the history of the rise and fall of the home computer, the family of futuristic and quirky machines that took computing from the realm of science and science fiction to being a user-friendly domestic technology.
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Awesome outline of electronic history
- By Johnny on 09-28-17
By: Tom Lean
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Comic Shop
- The Retail Mavericks Who Gave Us a New Geek Culture
- By: Dan Gearino
- Narrated by: Douglas R. Pratt
- Length: 7 hrs and 29 mins
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The early 1970s saw the birth of the modern comic book shop. Its rise was due in large part to a dynamic entrepreneur, Phil Seuling. His direct market model allowed shops to get comics straight from the publishers, bypassing middlemen. Stores could better customize their offerings and independent publishers could now access national distribution. In this way, shops opened up a space for quirky ideas to gain an audience and helped transform small-press series, from Teenage Mutant Ninja Turtles to Bone, into media giants.
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A good listen.
- By Amazon Customer on 08-30-20
By: Dan Gearino
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Pure Invention
- How Japan's Pop Culture Conquered the World
- By: Matt Alt
- Narrated by: Matt Alt
- Length: 11 hrs and 49 mins
- Unabridged
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Overall
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Performance
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Story
Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives.
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great book ruined by ending
- By Grant Holder on 06-07-22
By: Matt Alt
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The Click Moment
- Seizing Opportunity in an Unpredictable World
- By: Frans Johansson
- Narrated by: Erik Synnestvedt
- Length: 7 hrs and 41 mins
- Unabridged
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Overall
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Performance
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Story
On the one hand we aren’t surprised by the uncertainty of everyday life, but on the other we believe that success can be analyzed and planned for. It is a revealing paradox. The implications are explosive and they obliterate every common-sense notion we have about strategy and planning. The Click Moment is about two very simple but highly provocative ideas.
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Outstanding book!
- By Anilyn Karel on 08-26-24
By: Frans Johansson
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This Is Esports (And How to Spell It)
- An Insider’s Guide to the World of Pro Gaming
- By: Paul Chaloner
- Narrated by: Paul Chaloner, Sarah Ovens
- Length: 9 hrs and 35 mins
- Unabridged
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Overall
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Performance
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Story
What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it’s all here, brought to you with the trademark wit - and access - of the industry’s most respected and experienced broadcaster. He’ll even tell you how to spell it. This is the world of esports according to its most famous presenter.
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Very interesting content with great narration
- By Tsouth2 on 06-03-20
By: Paul Chaloner
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Play Bigger
- How Pirates, Dreamers, and Innovators Create and Dominate Markets
- By: Play Bigger LLC, Dave Peterson, Christopher Lochhead, and others
- Narrated by: Sean Pratt
- Length: 8 hrs and 7 mins
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Overall
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Winning today isn't about beating the competition at the old game. It's about inventing a whole new game - defining a new market category, developing it, and dominating it over time. You can't build a legendary company without building a legendary category. If you think that having the best product is all it takes to win, you're going to lose. In this farsighted, pioneering guide, the founders of Silicon Valley advisory firm Play Bigger rely on data analysis and interviews to understand the inner workings of "category kings".
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The most impactful new thinking of the year
- By Chris Guest on 12-21-16
By: Play Bigger LLC, and others
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The Art of Business Wars
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- Narrated by: David Brown
- Length: 11 hrs and 56 mins
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Based on the chart-topping Business Wars podcast, stories, and lessons from history’s greatest business rivalries, interspersed with audio clips from the podcast. Using Chinese military genius Sun Tzu’s strategies as a guide, Brown examines why some companies triumph while others crumble....
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Just a repeat of the pod cast…..
- By Vm2008 on 02-01-22
By: David Brown
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Trade-Off
- Why Some Things Catch On, and Others Don't
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- Narrated by: Dennis Holland
- Length: 6 hrs and 58 mins
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Overall
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Story
In Trade-Off, Kevin Maney shows how these conflicting forces determine the success, or failure, of new products and services in the marketplace. He shows that almost every decision we make as consumers involves a trade-off between fidelity and convenience between the products we love and the products we need.
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No Trade-Offs for Reading Trade-Off
- By Joshua Kim on 06-10-12
By: Kevin Maney
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Meatball Sundae
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- Narrated by: Seth Godin
- Length: 4 hrs and 51 mins
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Overall
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Performance
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Story
New Marketing, whose tools include things like MySpace, You Tube, Web sites, permission marketing, cable TV, and viral techniques, is reshaping our world. But many companies try to use the tools without first getting their organization and products in sync with them. The result: what Seth Godin calls a "meatball sundae". A big, ineffective mess.
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Meatball Godin
- By Oliver Nielsen on 09-11-08
By: Seth Godin
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The Stephen King Companion
- Four Decades of Fear from the Master of Horror
- By: George Beahm
- Narrated by: Fleet Cooper, Claire Christie
- Length: 24 hrs and 21 mins
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Story
The Stephen King Companion is an authoritative look at horror author King's personal life and professional career, from Carrie to The Bazaar of Bad Dreams. King expert George Beahm, who has published extensively about Maine's main author, is your seasoned guide to the imaginative world of Stephen King, covering his varied and prodigious output: juvenalia, short fiction, limited edition books, best-selling novels, and film adaptations.
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A Kingopedia: Books, Movies, Bio and Art
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By: George Beahm
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Dream Year
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- Length: 7 hrs and 42 mins
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What if someone could guide you, step-by-step, as you identify, plan, and launch your dream career - in just one year. That's what Ben Arment does in his transformative coaching class, which has helped hundreds of people reinvent their lives to enjoy greater enthusiasm and fulfillment while also making a living. Now he's sharing his best insights, advice, and inspiring true stories in Dream Year. You'll find out how people just like you are discovering (or rediscovering) what they were truly born to do, then following a proven process to make it real.
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Motivational!
- By ajanicad on 03-21-15
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Little Rice
- Smartphones, Xiaomi, and the Chinese Dream
- By: Clay Shirky
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- Length: 3 hrs and 57 mins
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Since the 1990s China has been climbing up the ladder of quality, from doing knockoffs to designing its own high-end goods. Xiaomi - its name literally means "little rice" - is landing squarely in this shift in China's economy. But the remarkable rise of Xiaomi from startup to colossus is more than a business story because mobile phones are special. The common desiderata of the global population, mobile phones offer the kind of freedom and connectedness that autocratic countries are terrified of.
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Informative and up to date.
- By Kevin on 01-10-16
By: Clay Shirky
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What listeners say about Designers & Dragons: The 90s
Average customer ratingsReviews - Please select the tabs below to change the source of reviews.
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- Shaun Spalding
- 07-24-24
exhaustively researched, pleasant narration
full disclosure, I listen to this in 15 minute stretches on a sleep timer before I go to sleep. although it's not written in riveting narrative prose, it is definitely not like reading Wikipedia page in terms of being just the facts. The organization is great. the information is very interesting if you are into the history of publishing or intellectual property in addition to tabletop games. I've listened to 40 hours of these books while going to sleep so might as well give this a five-star
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