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TIME Dungeons & Dragons

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Description

In 1974, a fledgling company called Tactical Studies Rules published a fantasy game inspired by medieval Europe. The original Dungeons & Dragons introduced magic items, fearsome monsters, unique character abilities, and myriad elements that have endured throughout the game’s many iterations. Fifty years later, Dungeons & Dragons is more popular than ever, with film and TV adaptations and millions of players worldwide. This special edition of TIME chronicles the beloved tabletop game. Dive into D&D’s history, from its start as a small game created by a Midwestern dad to an expansive media franchise, with an in-depth timeline marking all its big moments and landmark editions. Discover how D&D is being used to treat mental health conditions, and dive into the social and emotional benefits of roleplay games. Plus, visit the world of actual play through the prolific voices of Dungeon Masters and players, including Critical Role’s Matthew Mercer and Dimension 20’s Brennan Lee Mulligan. From dice collectors to video game experts, cinephiles to actors, this TIME special edition has something for every kind of D&D lover. Please note that this product is an authorized edition published by the Dotdash Meredith Corporation and sold by Amazon. This edition is printed using a high quality matte interior paper and printed on demand for immediate fulfillment. Read more

Publisher ‏ : ‎ TIME


Publication date ‏ : ‎ September 6, 2024


Language ‏ : ‎ English


Print length ‏ : ‎ 96 pages


ISBN-10 ‏ : ‎ 1547866470


ISBN-13 ‏ : ‎ 72


Item Weight ‏ : ‎ 9.4 ounces


Dimensions ‏ : ‎ 8 x 0.23 x 10.88 inches


Best Sellers Rank: #449,185 in Books (See Top 100 in Books) #11,068 in Sword & Sorcery Fantasy (Books) #14,806 in Fantasy Action & Adventure


#11,068 in Sword & Sorcery Fantasy (Books):


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Top Amazon Reviews


  • If you are a nerd, you need to read this
Format: Paperback
Not only is this amazing mini tome chock full of fascinating facts about the history and lore of DND it also raves about the best show to come to streaming channels: Dropout TV's Dimension 20! Ever wondered what playing tabletop games would be like with your best friends with amazing improv craft work? That's Dimension 20. Our Nerd overLords and Saviors Brennan Lee Mulligan and Abriaa Iyengar are the best GMs you'll ever meet. And the cast make you feel like you are besties. Thank you Time for making me feel heard! Just get it. Read it. Learn how to play DnD. Watch Dimension 20 and anything on Dropout TV. You'll need something to escape into for the next few years. ... show more
Reviewed in the United States on November 9, 2024 by Wildshaped Favorites

  • A Critical Hit in the Fabric of Pop Culture
Format: Paperback
When Stephen Colbert paid tribute to Gary Gygax on the "Late Show" back in 2008, he knew exactly what he was doing. After all, Dungeons & Dragons (D&D) has gone beyond just being a game: it’s seeped into our language ("leveling up," anyone?), films, TV, art, video games, and even marketing. In its 50 years of existence, more than 50 million people across the globe have rolled dice and embraced the epic quest for glory. And now, in 2024, Time Magazine is releasing a special edition to celebrate half a century of adventure. It’s been a long journey since 1974, when two guys from Lake Geneva, Wisconsin—Gary Gygax and Dave Arneson—gifted the world this ultimate nerdy treasure. And what a gift! Though Gygax and Arneson were inspired by authors like H.P. Lovecraft, Robert E. Howard, and Fritz Leiber, it was from across the Atlantic, with Tolkien, that D&D got its injection of pure magic. There’s nothing like a cheap, unlicensed copy of The Lord of the Rings to light the fire of American fantasy fans. As they say, not all heroes wear capes. The Nerds Who Took Over the World In the '60s, nerds were, essentially, wargamers, rewriting rules for their battles. Gygax was one of them, and in 1971, together with Jeff Perren, he released Chainmail. But it was Dave Arneson who, by adding fantasy elements into his Blackmoor campaign, collaborated with Gygax to create what we now know as D&D. Suddenly, we had holy warriors healing and protecting (thank you, Poul Anderson), rare but mighty magic (props to Robert E. Howard), and grotesque creatures from Lovecraftian nightmares. A game with fantasy races and dragons (Hi Tolkien) —what more could any self-respecting nerd want? The Rise, Fall, and Triumphant Return Gygax’s story, from insurance salesman to gaming guru, is an epic quest in itself. The first print run of Dungeons & Dragons was just a thousand copies, and that was only the beginning. Of course, like any good adventure, there were pitfalls—like the legal disputes between Gygax and Arneson over credits and royalties, which Arneson eventually won. The initial success of TSR, the company behind D&D, soon gave way to management issues, opening the door to the era of Lorraine Williams and the expansion of D&D’s many worlds. But even heroes stumble, and TSR was eventually bought by Wizards of the Coast, marking the dawn of the D20 system revolution and the Open Game License. But, like every great campaign, the true climax was yet to come. In 2010, the game stumbled again, only to rise from the ashes in 2014 with the 5th edition, catapulting it back to the top. Suddenly, D&D was everywhere—from Stranger Things to Critical Role, from board games to custom sneakers (we love you, Converse!). The Future is Ours (With Dice!) The obsession with dice and the connection between D&D mechanics and video games form the heart of the chapter “Modern Ventures.” Remember those early computer games like Wizardry and Dragonquest? They drank directly from the well of D&D. But the circle was completed with the release of Baldur’s Gate 3, which brought video gamers back to the tabletop, both physical and virtual. D&D has also expanded into unimaginable realms—from partnerships with Lego and Monopoly to D&D-themed vacations in medieval castles! Moreover, it has revolutionized areas like psychotherapy, using the game as a tool to help people confront life’s challenges just as they would in a dungeon (after all, real life has its own dragons too). Conclusion: A Critical Hit With this special edition, Time has given Dungeons & Dragons the well-deserved victory lap that every adventurer dreams of. In its 50 years, D&D not only created a whole new gaming market but also literally shaped the modern world. For those of us who are lifelong nerds, who’ve rolled dice with friends until dawn, this celebration feels like our own victory. So, let’s raise our D20s in a toast, and here’s to another 50 years of epic adventures! Thank you, Time Magazine, for acknowledging what we already knew: Dungeons & Dragons is a true legend. ... show more
Reviewed in the United States on October 19, 2024 by Anibal Madeira

  • Good history
Format: Paperback
I'm already familiar with most of this story, but I like reading more about it anyway. If you don't want to buy a whole book on the subject this is a good "condensed" version and it's got other good information sprinkled around throughout. It's a good place to start. The particular one I got didn't seem to come off the press very well, as the bottom of all the pages were cut wrong. But, I didn't buy it for the collector value, I bought it to read it. ... show more
Reviewed in the United States on December 8, 2024 by Sean E.

  • YOU SHALL NOT OASS! (When reviewing this note)
Format: Paperback
SO glad I bought this. It has really great articles. I still own my 1st edition AD&D mint condition books.
Reviewed in the United States on August 5, 2025 by Meme

  • Great magazine!
Format: Paperback
This magazine arrived in great condition. The price was acceptable and the shipping cost was excellent at $0.00. The articles were superb and gave a great background to an iconic game. Thank you!
Reviewed in the United States on January 11, 2025 by Ryan P

  • A good read and gift for D&D fans, but not perfect
Format: Paperback
As a D&D superfan, I bought this and read it cover to cover. On the whole I enjoyed it, especially the front sections on the history of the game, and the feature at the end about product tie-ins (pop-tarts?!). There were tidbits I didn't know, and the writing was good. I also really liked the art selections, but -1 for not publishing the artist credits near the image (D&D sourcebook style!). As I progressed through the rest of it, I continued to find it enjoyable, but a little mixed in terms of quality and focus. The Stranger Things feature struck me as a little off; I don't watch the show, and I felt the article focused on why the *show* was important vs. why the D&D tie-in made it warrant a feature article. As well, I didn't feel that every author had a deep understanding of the game (which could have been intentional); sometimes it would read like a surface-level magazine (which, I know, it's allowed to be....). Or maybe it was the editorial team that needed more help... there was a mistake in the timeline, for example, and it wasn't a rookie mistake. The 1994 entry for Planescape has a Birthright thumbnail above it (and they sadly don't talk about Birthright anywhere in the magazine). It was probably a cut from an earlier version. ... show more
Reviewed in the United States on December 20, 2024 by J. Messinger

  • Great for fans
Format: Paperback
Got this as a holiday gift for a D&D mega fan. They loved it and immediately started reading!
Reviewed in the United States on May 4, 2025 by Turnt Snacko

  • Extreemly interesting...
Format: Paperback
Amazing Historical impact over 50 years and still going. Recommended reading.
Reviewed in the United States on November 13, 2024 by J B M

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