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.
So much nostalgia, which is a win, but for this format, there aren’t 100 pages of content…which can’t be true as there are entire books and a documentary covering it. After a strong start on its history, conflict, controversy, and development, huge chunks cover Stranger Things (I mean I dig the show), the recent movie (which is an enjoyable flick), freaking dice (don’t get me wrong…I own too many dice), and merchandising. I am more open to the article on video game adaptations (which is weirdly way shorter than the other tangents just mentioned)….leading up to Baldur’s Gate. I also enjoyed the closing articles on imagination and therapeutic applications.