The Elusive Shift: How Role-Playing Games Forged Their Identity
How the early Dungeons & Dragons community grappled with the nature of role-playing games—and established a new genre!

When Dungeon & 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 war game.
 
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.
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The Elusive Shift: How Role-Playing Games Forged Their Identity
How the early Dungeons & Dragons community grappled with the nature of role-playing games—and established a new genre!

When Dungeon & 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 war game.
 
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.
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The Elusive Shift: How Role-Playing Games Forged Their Identity

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

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

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

by Jon Peterson

eBook

$23.99 

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Overview

How the early Dungeons & Dragons community grappled with the nature of role-playing games—and established a new genre!

When Dungeon & 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 war game.
 
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.

Product Details

ISBN-13: 9780262360944
Publisher: MIT Press
Publication date: 12/22/2020
Series: Game Histories
Sold by: Penguin Random House Publisher Services
Format: eBook
Pages: 336
Sales rank: 717,382
File size: 992 KB

About the Author

Jon Peterson, a leading scholar of Dungeons & Dragons and role-playing games, is the author of Playing at the World and Dungeons & Dragons & Arcana: A Visual History.

Table of Contents

1 The Two Cultures
2 Best Intentions
3 Designing for Role Playing
4 The Role of the Referee
Intermezzo: Transcending Design
5 Toward a Philosophy
6 Maturity

What People are Saying About This

From the Publisher

"Peterson shows how the disparate sci-fi/fantasy and wargaming fandoms formed the collective discourse about RPGs in the 1970s, early discussions that have since determined today’s RPG theory."
—Evan Torner, Associate Professor of German Studies, University of Cincinnati 
 
"A terrific gem that articulates the richness and influence of early theorizing on our current understanding of RPGs. It’s a contribution to role-playing game studies that neither scholars nor RPG fans should miss."
—José P. Zagal, Professor of Entertainment Arts Engineering, University of Utah; coeditor of Role-Playing Game Studies and DiGRA Distinguished Scholar
 
"The philosophical conundrums at the heart of role-playing in the 1970s that Peterson lays out in this book are still with us, still challenging us to meet them with fresh insights and new perspectives. An eye-opening and inspiring book!"
—D. Vincent Baker, cocreator of Apocalypse World
 
"In Playing at the World, Peterson gave us the definitive history of how Dungeons & Dragons came to be. Now, he lays bare what happened next, as geek intellectuals wrestled to understand this dynamic new form of gaming let loose from its lair. A deep and fascinating look at the exciting, formative years of a new category of games searching for a way to define itself."
—Peter D. Adkison, Owner, Gen Con
 
"This book is required reading not just for scholars interested in game history and the tension between games and their players but for all role-players interested in learning how the debates about stories, systems, simulation, and immersion have been going on for decades."
—Jaakko Stenros, Center of Excellence in Game Culture Studies, Tampere University

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