It is hard to overestimate the profound and lasting impact that the invention of Dungeons & Dragons (by wargamers, Dave Arneson and Gary Gygax, way back in 1974) has had on the modern gaming industry. Aside from the brand’s own success over the last thirty-five years, their simple ideas — persistent characters learning skill-based abilities that increased over time in an immersive environment — have become the foundation and philosophy behind many of the biggest videogame success stories of the last decade.
This book, published in 2004 to celebrate thirty years of the D&D brand, is comprised of behind-the-scenes stories from some of the key figures in the creation, development and management of the iconic game and the company behind it, TSR (and, since 1996, Wizards of the Coast). It also features brief interviews with a selection of B-list celebrities and video game designers, reminiscing about their own childhood encounters with the game.
The recollections of those involved in the early years of Dungeons & Dragons are fascinating, as they found their feet in a brand new industry. The various campaign settings, some of which have gone on to have a life of their own (Planescape, Forgotten Realms, Dragonlance) are described in detail, and there is a real sense of the passion and commitment that those creative teams felt for the work they were doing. The book ends with a brief chapter on the buy-out of TSR by their biggest rivals, Wizards of the Coast (and, in turn, by Hasbro); these final essays tend to stray a little too far into business territory, and the reader’s attention may wander once “brand strategy” comes to the fore. The tone also changes; almost in passing, the new owner mentions he laid off the entire administrative staff of TSR — it’s clear he is more eager to talk about his own hands-on management of the creative team and which of his personal ideas made it into the rulebook. You can forgive the emphasis on WotC’s management shake-up after the buyout, but it’s hard not to end up rooting for the old team when the suits move in.
Unfortunately for such a compelling book, the art direction contrives to make it an uncomfortable read. All of the text is printed at an angle, making the heavy hardback book difficult to hold comfortably, and in places the red-on-cream colour choice will have you squinting at the glossy pages. Art director Matt Adelsperger also makes some strange choices in running order, with stories running concurrently across multiple pages, making reading an annoying exercise in page-flipping. Add to that more than an acceptable number of typos for a ‘collectable’ coffee table book; ironically for a book with such a focus on play testing, a little quality assurance would not have gone astray.
Ultimately, for all its flaws, 30 Years of Adventure is an engrossing read and a rare insight into an industry most will know little about.