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7 books match the query 'Fantasy games'

cover of How Dungeons & Dragons Changed the Way We Play

How Dungeons & Dragons Changed the Way We Play

Aaron Trammell

Duke University Press, 2026

First released in 1974, Dungeons & Dragons revolutionized game design and interactive media by allowing players to create and perform their own fictional characters in a fantasy world as expansive as their imaginations would allow. That freedom, and the rules that governed it, weren’t a creative coincidence. In How Dungeons & Dragons Changed the Way We Play, Aaron Trammell excavates the game as an artifact of a burgeoning counterculture obsessed with individualism as well as quantification. Mapping the world onto a grid, building characters whose every trait is assigned a point value, and advancing the game’s narrative through dice throws—countless core mechanics are tied to numbers. Putting the game design of D&D into dialogue with the social and political tensions of the 1970s and 80s, Trammell illuminates how the integrated quantification in the game design led to reductionism, reinforced oppressive gender and racial norms, and accustomed generations of players to the bigoted, xenophobic mores of the Cold War era. He delivers a history of both how games can shape players and how players, united by their own shared values, can shape games in turn.
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cover of Shared Fantasy: Role Playing Games as Social Worlds

Shared Fantasy

Role Playing Games as Social Worlds

Gary Alan Fine

University of Chicago Press, 1983

This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.
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cover of Star Worlds: Freedom Versus Control in Online Gameworlds

Star Worlds

Freedom Versus Control in Online Gameworlds

William Sims Bainbridge

University of Michigan Press, 2016

Star Worlds explores the future-oriented universe of online virtual worlds connected with popular science fiction—specifically, with Star Wars and Star Trek—that have been inhabited for over a decade by computer gamers. The Star Wars and Star Trek franchises, both of which have shaped the dominant science fiction mythologies of the last half-century, offer profound conceptions of the tension between freedom and control in human economic, political, and social interactions. William Sims Bainbridge investigates the human and technological dynamics of four online virtual worlds based on these two very different traditions: the massively multiplayer online games Star Wars Galaxies; Star Wars: The Old Republic; Star Trek Online; and the Star Trek community in the non-game, user-created virtual environment, Second Life.

The four “star worlds” explored in this book illustrate the dilemmas concerning the role of technology as liberator or oppressor in our postindustrial society, and represent computer simulations of future possibilities of human experience. Bainbridge considers the relationship between a real person and the role that person plays, the relationship of an individual to society, and the relationship of human beings to computing technology. In addition to collecting ethnographic and quantitative data about the social behavior of other players, he has immersed himself in each of these worlds, role-playing 14 avatars with different skills and goals to gain new insights into the variety of player experience from a personal perspective.

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cover of StarCraft: Legacy of the Real-Time Strategy

StarCraft

Legacy of the Real-Time Strategy

Simon Dor

University of Michigan Press, 2024

StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. 

Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports. 
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cover of The Boy on the Beach: Building Community through Play

The Boy on the Beach

Building Community through Play

Vivian Gussin Paley

University of Chicago Press, 2010

Four-year-old Eli plays alone at the shore, inventing dramas out of sand and water. He is Builder, Fireman, Protector, and Scout, overcoming waves and conquering monsters. Enter Marianne and doll, Mother and Baby, eager to redefine Eli as a good father and homesteader. Their separate visions intertwine in a search for a common ground on which howling wolves and butterfly sisters can learn to understand and need one another.

What can the richly imagined, impressively adaptable fantasy world of these children tell us about childhood, development, education, and even life itself? For fifty years, teacher and writer Vivian Gussin Paley has been exploring the imagery, language, and lore of young children, asking the questions they ask of themselves.

In The Boy on the Beach she continues to do so, going deeper into the mystery of play as she follows Eli and Marianne through the kindergarten year, finding more answers and more questions. How does their teacher, Mrs. Olson, manage to honor and utilize the genius of play to create an all-inclusive community in which boys and girls like each other and listen to each other’s stories? Why is Paley’s fellow teacher Yu-ching in Taiwan certain that her children pretend to be kittens in order to become necessary to the group? And why do teachers in London see their childrens’ role-playing as the natural end to loneliness in the school community?

Rich with the words of children and teachers themselves, The Boy on the Beach is vintage Paley, a wise and provocative appreciation of the importance of play and enduring curiosity about the nature of childhood and the imagination.

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cover of The Counterfeit Coin: Videogames and Fantasies of Empowerment

The Counterfeit Coin

Videogames and Fantasies of Empowerment

Christopher Goetz

Rutgers University Press, 2023

The Counterfeit Coin argues that games and related entertainment media have become almost inseparable from fantasy. In turn, these media are making fantasy itself visible in new ways. Though apparently asocial and egocentric—an internal mental image expressing the fulfillment of some wish—fantasy has become a key term in social contestations of the emerging medium. At issue is whose fantasies are catered to, who feels powerful and gets their way, and who is left out. This book seeks to undo the monolith of commercial gaming by locating multiplicity and difference within fantasy itself. It introduces and tracks three broad fantasy traditions that dynamically connect apparently distinct strata of a game (story and play), that join games to other media, and that encircle players in pleasurable loops as they follow these connections.
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cover of Their System, Our Game: Homebrew and the Worlds of Pathfinder

Their System, Our Game

Homebrew and the Worlds of Pathfinder

Scott DeJong and Marc Lajeunesse

University of Michigan Press, 2026

Our favorite tabletop role-playing games (TTRPGs) provide a chance to act out a fantasy. It might be the desire to wipe out foes with a single strike, the ability to charm even the most curmudgeonly townsfolk, or maybe even just the aspiration to adventure as a potted plant. Since game systems don’t always let players craft the kinds of games they want to experience, this is when they turn to the “homebrew” process to create personal rules and worlds. While Pathfinder has a history of being an underdog to the longtime industry leader Dungeons & Dragons, it has an ethos of open game design that inspires players, indie makers, and third-party content creators to brew up new rules, characters, classes, and game settings. 

Their System, Our Game looks at the history of Pathfinder and how it encourages aspiring makers to break into the game design space. Through interviews with player-creators and third party makers, the authors use a range of perspectives to define homebrew for TTRPGs. Taking a closer look at homebrew design, they create two homebrew campaigns (available as free downloads) collaboratively with two different groups of players. Player accounts of gameplay and designer reflections of how their homebrew actually played out at the game table outline some of the challenges and perks of designing on the fly, creating customized settings, and bending or breaking rules. The book concludes by going through the research, interviews, design, and play analysis to show what homebrew and Pathfinder mean together. Ultimately Their System, Our Game is a celebration of how players use homebrew to explore creation and expression in their own TTRPGs.

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