D&D

Review: The Cleveland Heights LGBTQ Sci-Fi and Fantasy Role Playing Club

Doug Henderson has written an anthem for all the geeks and outcasts from the Rust Belt. His wonderful debut novel transported me back to the early 1990s, when me and my friends would haunt Twice-Loved Books and various used record shops in and around Youngstown.

We went to metal shows all over northeast Ohio, so obviously, I related most to Albert, the chaos agent of Cleveland Heights. He works at a record store, listens to death metal and has a wardrobe consisting of black band T-shirts and jeans.

The action begins when he joins an LGBTQ D&D group who meet every Thursday in the back of a comic shop. He is a welcome addition to all members of the party except Ben, the protagonist. Lacking in nerve and self-confidence (as well as a job or apartment), Ben is flustered by Albert’s intrusion.

He complains to Celeste, the dungeon master, “He’s too good looking to play D&D.”

Behind his objections, of course, is an irrepressible and terrifying attraction. The tension between them drives the novel, fueled by Henderson’s sharp prose and humor.

There is so much I love about this book, and I wasn’t ready for it to end. Henderson certainly laid the foundation for an epic, with a large ensemble cast, including the gamers, a rival vampire role-playing group and some banker bros (including Mooneyham, a member of the campaign who hasn’t yet come out to his coworkers).

Mooneyham is perhaps the most compelling member of the group. While the others are traditional geeks, Mooneyham is an alpha male with locker-room charisma who hides his inner nerd beneath a power suit. He is annoying, but as the novel progresses he shows depth and vulnerability. He is less open about his sexuality because, as he explains, the others were misfits whose reveal was not a huge surprise. When Mooneyham comes out, it will be a bombshell. It might also derail his career.

Unfortunately, this storyline fizzles into a missed opportunity. Henderson has built up many interesting characters, but the novel’s brevity doesn’t allow their arcs to fully develop.

And while a common (and often justified) critique of cis-het male authors is that they struggle to create well-rounded female characters, this is not exclusive to straight men. The group’s women, Valerie (cis) and Celeste (trans), have a ton of potential that isn’t realized. I wanted their stories to be more significant.

But ultimately, the book is about Ben and Albert, and their journey is portrayed brilliantly. It’s a strong debut, and I look forward to where Henderson takes us next. Personally, I would like a sequel. I love this group of adventurers and want to spend more time in the geek shops of northeast Ohio.

D&D 5.0

Dungeons & Dragons Player’s Handbook

I’ve long professed my love of D&D at Ensuing Chapters, and it’s been a hell of a summer for gamers. Wizards of the Coast, the game’s publisher, is releasing the 5th edition of the table-top role-playing game—and they’re spreading the love around.

The Basic Rules and Starter Set were released in July, and this week, Wizards published the Player’s Handbook. The fan favorite Monster Manual will hit shelves in September, and the essential Dungeon Master’s Guide will follow in November.

In honor of the new edition, here is a collection of our articles about D&D, from Ensuing Chapters and beyond. Enjoy.

Book Review: Of Dice and Men

D&D is a cultural phenomenon that has lasted decades, survived the sophistication of video games and artificial intelligence, rival RPGs and even the Satanic Panic. It’s goneDice and Men from nerd pastime to geek chic to sociological interest, and now its history has been documented in the wonderful Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It, a nostalgic romp through the author’s (and my) childhood.

Ewalt, a senior editor at Forbes and self-described “writer, gamer, geek,” has done a great service to anyone who, with sweaty palms, has had to make a campaign-defining saving throw (or at least knows what that means). His smooth writing style and flair for narrative pacing makes the story of this greatest of games one of general interest, even if you’ve never tossed the 20-sided die. Read full article

Book Review: Playing at the World

Remember the first time you crawled a dungeon, slayed the dragon and stuffed as playing_worldmuch treasure as you could into your “bag of holding”? Felt good, right? But the true prize wasn’t the booty. Sure, I enjoyed counting the gold and platinum coins, drooling over the prospects of upgraded armor, a magic-enhanced broad sword and whatever mischief I could scare up with a few copper pieces at the local tavern.

But what intrigued me most were the tattered spell scrolls, mysterious tomes and the secrets of the ancients.

It shouldn’t be much of a surprise. A rabid imagination is the primary tool that all fans of role-playing games bring to the table, and a trove of yellowed parchment and faded maps makes us froth at the mouth. Just how powerful is that fireball incantation? What wisdom could be discovered in that old paladin’s codex?

That’s what it feels like digging into Jon Peterson’s Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games. For any experienced gamer, this is a hoard worthy of any dungeon campaign. Read full article

Boulder Camera:

Game On: Dungeons & Dragons 4th Edition Releases on Worldwide D&D Game Day

Those outside the gaming world may have missed the news that Dungeons & Dragons—the legendary fantasy role-playing game in which players assume the roles of paladins and wizards and battle mythic creatures with a set of polyhedral dice—released the fourth edition of its series on June 6.
 
The new edition consists of three rulebooks—the Player’s Handbook, Dungeon Master’s Guide and Monster Manual—which can be purchased separately (entry-level players simply need the Player’s Handbook to get started) or packaged together as the Core Rulebook Collection. The rule changes in the new edition are designed to add more action to the game play and make it more accessible to entry-level players.
 
In honor of the release, Saturday was declared Worldwide D&D Game Day, and scores of locals celebrated at Boulder’s Karliquin’s Game Knight and Time Warp Comics. Both stores hosted in-store games to commemorate the release. Read full article
 

Boulder Weekly:

Mr. Baker’s Neighorhood: The Mastermind Behind the New World of Dungeons & Dragons gives an insider’s tour of Ebberron

Keith Baker’s Boulder home is a fantasy geek’s paradise. An oversized bookshelf serves as an archive of role-playing game (RPG) modules, player’s handbooks and monster manuals. Posters of fantasy artwork grace the walls. Intricately designed miniatures of majestic dragons, mythical creatures and timeless warriors stand guard over counter space. Two broadswords hang over a mantle, and if you ask nicely Baker will give you a lesson in swordplay. After all, prior to becoming a novelist and game designer, he studied fencing and worked at Renaissance fairs.

If you knew Baker as a child, you probably wouldn’t be surprised.

“Instead of playing Cowboys and Indians, I ran around with friends playing Egyptian and Norse gods,” he says.

After showing an early interest in mythology, fantasy, the horror/sci-fi fiction of H.P. Lovecraft and the eerie artwork of Edward Gorey, it was no surprise that in 4th grade Baker became interested in a game called Dungeons & Dragons. Read full article

Review: Playing at the World

Playing at the World

Jon Peterson

Remember the first time you crawled a dungeon, slayed the dragon and stuffed as playing_worldmuch treasure as you could into your “bag of holding”? Felt good, right? But the true prize wasn’t the booty. Sure, I enjoyed counting the gold and platinum coins, drooling over the prospects of upgraded armor, a magic-enhanced broad sword and whatever mischief I could scare up with a few copper pieces at the local tavern.

But what intrigued me most were the tattered spell scrolls, mysterious tomes and the secrets of the ancients.

It shouldn’t be much of a surprise. A rabid imagination is the primary tool that all fans of role-playing games bring to the table, and a trove of yellowed parchment and faded maps makes us froth at the mouth. Just how powerful is that fireball incantation? What wisdom could be discovered in that old paladin’s codex?

That’s what it feels like digging into Jon Peterson’s Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games. For any experienced gamer, this is a hoard worthy of any dungeon campaign.

It’s no longer groundbreaking to think of gaming as a topic for academic or cultural studies, but while many books have been written about gaming and gamers, they tend to be focused on a particular aspect of the genre, rather than presenting a comprehensive history. Peterson spent more than five years of archival research and writing creating Playing at the World, the definitive history of gaming and, by far, the most ambitious.

Though originally published in 2012, Peterson’s book has been reissued in honor of D&D’s 40th birthday. Four decades can offer a lot of history, but Peterson goes even further, tracing its lineage back to chess and existing war games.

By Peterson’s own admission, this book isn’t necessarily intended for a mainstream audience. It is a dense, detailed work of history and, if I dare say, sociology. It belongs on the book shelf (or e-reader) of any serious gamer, and though it may not be a front-to-back page-turner, it is an important resource for anyone who geeks out on geeking out.

The book’s most important contribution, though, has yet to be realized. In the decades to come, as gaming and gaming studies grow even bigger, Playing at the World will serve as both source material and historical lockbox upon which the future of gaming is framed and its past is preserved.