Slaying the Dragon
A Secret History of Dungeons & Dragons
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Narrated by:
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Sean Patrick Hopkins
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By:
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Ben Riggs
About this listen
2022 Milwaukee Journal Sentinel Best Books of the Year, Long-listed
Role-playing game historian Ben Riggs unveils the secret history of TSR—the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival.
Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering.
Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard.
As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world.
©2022 Ben Riggs (P)2022 Macmillan AudioListeners also enjoyed...
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- Narrated by: David M. Ewalt, Mikael Naramore
- Length: 8 hrs and 19 mins
- Unabridged
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Overall
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Performance
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Story
In Of Dice and Men, David Ewalt recounts the development of Dungeons & Dragons from the game’s roots on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, to its apotheosis as father of the modern video-game industry. As he chronicles the surprising history of the game’s origins (a history largely unknown even to hardcore players) and examines D&D’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences.
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Interesting Topic, but Terrible Execution.
- By Diebold on 02-11-14
By: David M. Ewalt
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How to Get Rich
- One of the World's Greatest Entrepreneurs Shares His Secrets
- By: Felix Dennis
- Narrated by: Roy McMillan
- Length: 9 hrs and 53 mins
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Overall
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Performance
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Story
Felix Dennis is an expert at proving people wrong. Starting as a college dropout with no family money, he created a publishing empire, founded Maxim magazine, made himself one of the richest people in the UK, and had a blast in the process. How to Get Rich is different from any other book on the subject because Dennis isn't selling snake oil, investment tips, or motivational claptrap. He merely wants to help people embrace entrepreneurship, and to share lessons he learned the hard way.
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A picture is worth his 1,000 words
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By: Felix Dennis
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The defining, behind-the-scenes chronicle of one of the most extraordinary, beloved, and dominant pop cultural entities in America’s history - Marvel Comics - and the outsized personalities who made Marvel, including Martin Goodman, Stan Lee, and Jack Kirby.
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It's as if this book was written for me!
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By: Sean Howe
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DisneyWar
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- Length: 25 hrs and 40 mins
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DisneyWar is an enthralling tale of one of America's most powerful media and entertainment companies, the people who control it, and those trying to overthrow them. It tells a story that - in its sudden twists, vivid, larger-than-life characters, and thrilling climax - might itself have been the subject of a Disney classic - except that it's all true.
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Really interesting story... No ending.
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- Length: 7 hrs and 49 mins
- Unabridged
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Overall
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Performance
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Story
Dig deep and you will find the most compelling argument for working together: Happiness. In business there are always unique individual achievers, but pull down the veil and you'll often find someone alongside them. Michael Eisner does just that in Working Together. Using his own collaboration with Frank Wells at Disney as a launching point for examining other famously successful partnerships, Eisner offers us an intimate and deeply personal look at some of the most rewarding business partnerships.
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Interesting to see what all partners had in common
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By: Michael D. Eisner, and others
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Superman
- The High-Flying History of America's Most Enduring Hero
- By: Larry Tye
- Narrated by: Scott Brick
- Length: 13 hrs and 14 mins
- Unabridged
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Overall
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Performance
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Story
From two-fisted crimebuster to über-patriot, social crusader to spiritual savior, Superman—perhaps like no other mythical character before or since—has evolved in a way that offers a Rorschach test of his times and our aspirations. In this deftly realized appreciation, Larry Tye reveals a portrait of America over seventy years through the lens of that otherworldly hero who continues to embody our best selves.
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This Superman soars
- By tru britty on 07-13-15
By: Larry Tye
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Designers & Dragons: The '70s
- A History of the Roleplaying Game Industry
- By: Shannon Appelcline
- Narrated by: Colby Elliott
- Length: 14 hrs and 38 mins
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Overall
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Designers & Dragons: The ’70s is a comprehensive picture of the beginnings of the RPG industry. This second edition expands the original single book into a series of four, and we’ve added over 50,000 new words to this volume alone. Learn about the colorful history of TSR and the wave of D&D inspired games (and gaming companies) to follow, and dip your toes into war gaming trivia. Regardless of your gaming background, Shannon Appelcline’s meticulously researched history won’t disappoint.
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the forgotten realm of where RPGs arize
- By RAW-ATX on 01-02-22
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Michael Jackson, Inc.
- The Rise, Fall and Rebirth of a Billion-Dollar Empire
- By: Zack O'Malley Greenburg
- Narrated by: Kaleo Griffith
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Michael Jackson, Inc. reveals the incredible rise, fall, and rise again of Michael Jackson's fortune - driven by the unmatched perfectionism of the King of Pop. Forbes senior editor Zack O'Malley Greenburg uncovers never-before-told stories from interviews with more than 100 people, including music industry veterans Berry Gordy, John Branca, and Walter Yetnikoff; artists 50 Cent, Sheryl Crow, and Jon Bon Jovi; and members of the Jackson family.
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The King Lives...Life,Legacy and Love
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The Simpsons
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John Ortved's oral history is the first-ever look behind the scenes at the creation and day-to-day running of the television phenomenon known as The Simpsons, as told by many of the people who produce it.
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Great Content, Awful Reading
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Mr. & Mrs. Hollywood
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Ever wonder why so many B actors wind up as A-grade politicians? Or how the casting couch worked? Acclaimed author Kathleen Sharp traces the influence of show business through the lives of its first power couple. Edie and Lew Wasserman built the world’s largest talent agency, MCA, created the multibillion-dollar Universal Studios, and helped shape Washington, DC.
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Best Book I Have Heard In A Long Time!!!
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Explore/Create
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Overall
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An inventor, adventurer, entrepreneur, collector, and entertainer, and son of legendary scientist-astronaut Owen Garriott, Richard Garriott de Cayeux has been behind some of the most exciting undertakings of our time. A legendary pioneer of the online gaming industry - and a member of every gaming Hall of Fame - Garriott invented the multi-player online game, and coined the term "Avatar" to describe an individual's online character. In this fascinating memoir, Garriott invites listeners on the great adventure that is his life.
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The Modern Day Explorer
- By Elijah on 04-17-17
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The King of Content
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Sumner Murray Redstone, once feared as the “mad genius” of media who would dump his CEOs for mere wobbles in his companies’ stock price, had built one of the world’s greatest media empires through a series of audacious takeovers constructed to ensure that he always maintained control. Today he controls 80 percent of the voting shares of both Viacom and CBS, meaning that on a whim he could replace the entire boards of two public companies with a combined value of $40 billion.
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Feels biased. Well researched, but not engaging.
- By Anonymous User on 04-03-19
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Mint Condition
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When award-winning journalist Dave Jamieson's parents sold his childhood home a few years ago, he rediscovered a prized boyhood possession: his baseball card collection. Now was the time to cash in on the investments of his youth. But all the card shops had closed, and cards were selling for next to nothing online. What had happened?
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Great Book
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Allen Klein
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Allen Klein was like no one the music industry had seen before. The hard-nosed business manager became infamous for allegedly catalyzing the Beatles' breakup and robbing the Rolling Stones, but the truth is both more complex and more fascinating.
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The Beatles' & Rolling Stones' Big Bad Manager
- By tru britty on 07-05-15
By: Fred Goodman
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Even if you’ve never played Dungeons & Dragons, you probably know someone who has: the game has had a profound influence on our culture, and 2014 marks the intriguing role-playing phenomenon’s 40th anniversary. Released decades before the Internet and social media, Dungeons & Dragons inspired one of the original nerd subcultures and is still revered by more than 30 million fans. Now, the authoritative history and magic of the game are revealed by an award-winning journalist and lifelong D&D player.
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Interesting Topic, but Terrible Execution.
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Up your game with everything you need to run your next tabletop roleplay game with expert advice, gameplay guidance, and playable content from RPG expert James D’Amato.
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Great info for (this) new GM
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Game Wizards
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Nice and grounded
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Empire of Imagination
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The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has crafted 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. Gygax’s involvement in the industry lasted long after his dramatic and involuntary departure, and his footprint can be seen in the role-playing genre he is largely responsible for creating.
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Of Dice and Men
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In Of Dice and Men, David Ewalt recounts the development of Dungeons & Dragons from the game’s roots on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, to its apotheosis as father of the modern video-game industry. As he chronicles the surprising history of the game’s origins (a history largely unknown even to hardcore players) and examines D&D’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences.
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Interesting Topic, but Terrible Execution.
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A good primer
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Kobold Guide to Roleplaying
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There’s a reason it’s called a tabletop roleplaying game. Taking on the personae of different characters in the story brings a richness and depth to the experience and can make your game sessions exciting and memorable. But how can the poor, harried Game Master wrangle a whole slew of unique personalities on top of all the other work that goes into preparing each week? The Kobold Guide to Roleplaying has the answers you seek.
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Ugh.
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The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters
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In The Monsters Know What They're Doing, Keith Ammann lightens the DM's burden by helping you understand your monsters' abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don't whip out their field manuals for the first time when they're already under fire, a DM shouldn't wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat.
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Audible Got this RIGHT - Chapters have names!
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The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic.
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Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes.
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Kushner Writes Well, Verner Drops the Ball
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a fitting ending to Sierra
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The world is a dangerous place—especially when you’re up to no good. Whether you’re a rampaging monster, a calculating mastermind, or the current possessor of the Golden MacGuffin, someone’s going to come at you. In How to Defend Your Lair, gamemaster Keith Ammann pulls back the curtain on an underrated but crucial part of any tabletop roleplaying game: the theater of battle. Say goodbye to encounters in randomly generated dungeons and hello to a game in which where the fight takes place is just as important as who is doing the fighting.
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5 stars all around, but…
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Missing the necessary accompanying pdf
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Did you like the first one? You’ll love this
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Starting with the Civil War and cartoonist Thomas Nast, creator of the lasting images of Uncle Sam and Santa Claus, author Jeremy Dauber whizzes listeners through the progress of comics in the 20th century and beyond. Follow the history from the golden age of newspaper comic strips - Krazy Kat, Yellow Kid, Dick Tracy - to the midcentury superhero boom - Superman, Batman, Wonder Woman - and from the moral panic of the Eisenhower era to the underground comix movement; from the grim and gritty Dark Knights to the graphic novel’s rise.
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Awesome
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What listeners say about Slaying the Dragon
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- Eric C. Smith
- 07-24-22
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- Luis F. Interiano C.
- 09-06-22
D&D the struggle and salvation
loved this inside scoop on the death of TSR and its revival by Wizards of the Coast!
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- John
- 09-09-24
So interesting that I increased playback speed to hear all of it as fast as possible!
I last played AD&D in the late 80s but never lost my love for it. I always wondered about the how and why of things Gygax's ouster, TSR's collapse, and so forth. This excellent pice of journalism not only answered all that and more, but did so with riveting style.
I'll be picking up the paperback just to read it again!
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- Paul Angle
- 12-16-22
Interesting history well told
Any fan of Dungeons and Dragons will enjoy this history of the game and the company it spawned. Well written and engaging, and the narrator performance is top notch.
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- Adam Connor
- 01-28-23
Good but inclined to Hyperbole
Very good but far too inclined to call people geniuses,.. It gushes when a deeper evaluation is called for. Has the bones of a great book but doesn't quite live up to it; it is not "The Soul of a New Machine". But it is certainly worth reading if you have an interest in Dungeons and Dragons history.
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- Mr. Bildo
- 07-03-24
Nostalgia right to the veins
This was an excellent narrative about TSR that completely transcends any information I’d read in the past. The author is extremely fair in his treatment of the former employees and the, unbelievable at times, stories they tell.
If you are of a certain age and grew up with DnD I’ll tell you now—don’t hesitate. This is a required listen.
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- Seth Andrews 358
- 12-18-22
Difficult book.
Slaying the dragon, the book, was difficult. I liked aspects of it. Shoot, probably most of it. I didn't care for how the author mocked Gary Gygax, couldn't see what the Blooms were up to, & I thought his bringing fetish up as wholly unnecessary & mean spirited. Otherwise, I found the book educational in other areas it covered. It was especially illuminating on the final painful moments 💔 of TSR. Truly, it reminded me of how my Mom slowly slipped away. With TSR, they had a room full of product that might have helped save them, but they couldn't publish. With my Mom, she had the antibiotics that might save her, but they couldn't cleanse her blood, so it could work. Truly painful! Unlike my Mom, Wizards of the Coast, head by a TSR fan, reached in & saved TSR. I hadn't previously understood how dire the situation was, nor understood how Wizards worked to mend fences. I especially appreciated Wizards giving all original art to the artists who created the art, should they want it (previously held by TSR). Such a huge gesture, worth millions. I was sad to hear of how the wonderful other settings, like Plainscape & Dark Sun, were discontinued & surprised they never made money, for that matter. I wasn't a fan of how the author continually reached out in his writing to say he wished Loraine would have spoken to him. He considered her a savior of TSR, at least until she wasn't. It seems she did help save TSR from the mistakes of the Blooms, but she lacked the spark to see TSR launch again. She seemed to have had a personal dislike of Gary, so instead of realizing his spark could be put to use to help her, she attempted to quell that spark. She didn't do well under the sell to Wizards. I didn't wish her ill. It isn't my way. I think she was increasingly boxed in & acting as she was forced to, by circumstances & poor financial decisions. I'd like to have seen her last minute negotiations to look after the people of TSR & accept a business loss with the sale in a better light, but it didn't have to go the way it did, is the thing, isn't it? I'm glad Wizards mended fences with the creators & appreciated the treasure they now held. Anyway, I couldn't sleep. I felt the need to write about my take on this book. Maybe I can sleep now. Goodnight.
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- R.Dietz
- 01-05-23
Fascinating look at the history of TSR
The vocal performance is easy to follow and moves at a good clip as the narrator reads. The book itself is a pretty in-depth and very well researched account of the events that transpired to land TSR where it ended up in its final days. Highly recommend to anyone who is curious about the downfall of on of the biggest Table Top Gaming companies of the early RPG scene.
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- Programming Dragon
- 08-30-22
Eye opening story of the rise and fall of TSR.
Wow!!! Never knew a tenth of how it fell. I grew up during this era, owned, played and went through the "occult" speeches that everyone thought the players were involved with. Even today, my parents think I dabble in the occult and going to HELL because I still play.
This is a good book to reminisce those times, it's a greater book to answer questions I had with what happened to TSR.
I grew up with TSR, and I miss her, this book helps me with closure to why my friend disappeared.
Gygax forever!
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- zogarth
- 01-05-23
Adolescence and DnD 1978+
The audio book was a revelation and was such a tragic story to see the decline of TSR. The author did it justice in its laying out background and the people involved. In addition, the narrator was entertaining and kept my interest through the story. I can relate with the author since I was 13 years old and discovered DnD in 1978, and it has been part of my life even today at 57. When I was younger into my mid to late-20s, I played DND on Saturdays nights at least twice a month or more and attended the local conventions, but being married with children, work, as well as friends moving away, like the saying "All good things it came to an end". But, over the years, I've stayed in touch by playing various DnD computer games (The Gold Box games on my Amiga, then Baldur's Gate, NWN, etc), likewise reading the various books (R.A Salvatore books being my largest and favorite collection). As a side note, I was the odd one out, since I never got into nor bought Magic The Gathering, this was mainly because I felt that it made you buy card deck after card deck to be successful vs DnD I didn't have to buy nothing more than the inital books and use my imagination.
Nuff said.
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