It’s like a 3.7?
Informative, fun graphic novel for teens about the history of table-top role-playing games, from imaginative play and chess to war games, LARPing, and D&D.
The book does well in covering how games, especially TTRPGs, connect us to the real world, let us try out new things, simulates real life, can be a lot like group therapy (but isn’t official therapy), are used to have fun and instruct, and evolve. All the information was presented in a clear, nerdy fun way (very appealing to D&D fans) without dragging on - I wasn't bored in the slightest! There is a lot of text per page though, so I feel like I focused a lot more on reading the words rather than being able to appreciate the graphics since there were so many words per page. Good mix of factual information and personal anecdotes written and displayed. The graphics were good - solid bright colors and a comic-y style art. I also feel like there wasn't a lot of Asian representation or ability representation, though there was a lot of white and Black representation, and some mentions of autism. There was a lot of acknowledgment of TTRPG spaces becoming and still needing to become more diverse (neurodivergent, non-cis, non-white, sexual orientation friendly, gender friendly, etc.).
Starts off with a D&D game, then the two narrators (a Black woman named Steenz and a white man named Sam) break the wall and introduce themselves. They share the basics about TTRPGS (definition, materials, players) and briefly their personal story about how they got into imaginative games. Then they take the reader through the history of games (200 BCE Han China puppets, 6th cen India for chaturanga which turns into chess, Mesoamerica’s 750 BCE patolli), and war games in particular (Germany with Johann Christian Ludwig Hellwig and Kriegspiel, HG Wells with Little Wars, and Axis & Allies and how that connects to people learning more about WWII, Italy with Roman Naumachias where naval battles were reenacted and people died). The two narrators also take us through the importance of community participation (Italy with Commedia Dell’arte) in games and the history of roleplaying/paychodrama therapy. It continues to America’s first board games, like the Travelers’ Tour Through the United States (mentioning the stolen land from indigenous peoples) and The Mansion of Happiness, while showing what board games often taught in America (The Pope and The Pagan - religious values). Games that had a roleplaying element include Mr. Ree!: The Fireside Detective, the Jury Box, and Diplomacy. The narrators note the modern games they’ve evolved into like Mafia and Werewolf. Readers learn about Coventry, the Siege of Bodenburg, Conan the Barbarian, Elric of Melnibone, Chainmail, The Blackmoor Campaign, Tolkien's works influencing games, and the partnership between Gygax and Arneson to create D&D. The narrators also cover how D&D has evolved briefly, and LARPing, emphasizing that there is space for everyone in TTRPGs, as some types focus more on storytelling, stats, roleplaying, etc. Love the full-spread diagram of the timeline of imaginative play. Backend contains a short playable adventure, glossary, and bibliography.
No cursing or sex.
“TTRPGS aren’t competitive in the way checkers, chess, or many other tabletop games are, but they do require investing emotional currency, and game play can bleed into everyday life. They can be testing grounds for gaining new skills, simulating new identities, or even building and executing personal goals.” (61)
"Because players have agency, storytelling becomes communal, where everyone can share in how it plays out." (122)
"Storytelling is one of the fundamental parts of what makes us human. Since time immemorial, stories have helped us understand what we are. And as time goes by, games will evolve with us. But they'll always be more than just a game." (173)