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How Dungeons & Dragons changed the way we play / Aaron Trammell.

e-Duke Books Scholarly Collection 2026 Available online

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Format:
Book
Author/Creator:
Trammell, Aaron, Author.
Language:
English
Subjects (All):
Dungeons and Dragons (Game).
Dungeons and Dragons (Game)--Design.
Dungeons and Dragons (Game)--Social aspects.
Fantasy games--Design.
Fantasy games.
Fantasy games--Social aspects.
Genre:
Role-playing games
Place of Publication:
Duke University Press, 2026.
Summary:
"How Dungeons & Dragons Changed the Way We Play shows how the designers of fantasy game worlds embedded a set of conservative values within the architecture of Dungeons & Dragons. Aaron Trammell investigates the development and reception of Dungeons & Dragons' early editions and argues that the game innovated influential mechanics that were largely based on the dreams, fears, and even prejudices of its designers. These mechanisms, pioneered by Gary Gygax and other gaming designers, have today become blueprints for countless other games that were designed in the decades following the release of Dungeons & Dragons in 1974. Trammell scrutinizes the design architecture of Dungeons & Dragons: a platform for quantifying and transforming culture into game mechanics. At its heart, How Dungeons & Dragons Changed the Way We Play tells the story how the design architecture of Dungeons & Dragons was developed to exclude women, BIPOC, and LGBTQIA folks, and how these fans pushed back and innovated rules that made Dungeons & Dragons the inclusive franchise it is today"-- Provided by publisher.
Contents:
A Short History of Dungeons & Dragons
From Where Do Dungeons Come?
Quantifying the Body: A Blueprint for Avatar Design
Quantifying Culture: Adventures with Orientalism
Quantifying Religion: Dungeons, Dragons, and the Outer Planes
A Culture of Hegemonic Masculinity
The Ludic Bestiary
Mastering the Self Through Role-Play
How Dungeons & Dragons Became Inclusive.
ISBN:
1-4780-6267-3

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