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Learn more about cookies. Ok, I agree No, thanks. Like Mercer and the janitor in the book, I agree that magic, especially since it doesn't exist in reality, is fun and a good thing to have around.
I was especially interested, inspired, and perhaps a little encouraged by the way this author used a few moments from the bible to argue both sides, even though I was a bit disappointed that Mercer didn't get the chance to use it in his argument.
The other thing I loved about this book was how much fun the author made the game sound. I never understood the appeal of them before, even while they are RPG games. Now that I know what they are, which are basically RPG adventures with friends, I really wish I had one of these games and friends to play with. I know in reviews I am also supposed to say what I disliked about the book, but the only thing I can think of is the fact the book ended.
This entire review has been hidden because of spoilers. Show full review. Mercer is a huge fan of a tabletop role playing game that he plays in school and on weekends with a group of his friends. When he suggests that the school host a gaming convention as a fundraiser, he unleashes a wave of criticism from a classmate and then, the local community.
But that's only one plot of this novel. There are a few other things going on. This is a good book for middle school fantasy lover s, though it's more realistic fiction than fantasy. This is an odd book. The depiction of the religous objectors is pretty heavy-handed but otherwise this part of the story is very good.
What's so bizarre is that, after making the point that their role playing is all in fun, a game, etc. This really weakened the book. I picked it up on a bargain table and, up until the weird twist, was going to add it to my school collection as a good reading on first amendment freedoms. The great Lubar twist.
Realistic fiction until it spirals into sci fi. Until, that is, he has to go home and set the table for dinner. Mercer and his friends love fantasy role playing games. Unfortunately, not everyone feels the way they do. When protesters try to keep the game out of school, things get dicey.
And when Mercer gets a reputation as a wizard, the real magic begins. If he doesn't know, most likely no one else does, and this book is no exception. Along the way, he uncovers many of the elements that led to the company's demise, including nepotism, hubris, poor management decisions, and unfulfilled promises.
It's a compelling story. Jon Peterson proves me half wrong as he reveals the labyrinth beneath the castle that Gygax and Arneson built.
This book is the essential history of the personal perils, business pitfalls, and legal combats risked in the creation of the world's first roleplaying game.
Game Wizards is a gripping read and the definitive account of their quest. Jon meticulously documents the true story of the triumphant rise of the timeless tabletop game, and its even more utterly fascinating and heartbreakingly dramatic demise. This real life saga will be a page turner for hardcore tabletop gamers, but the mind-blowing events that Jon documents will absolutely captivate any reader. Jon Peterson. Melanie Swalwell.
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