Description

Book Synopsis
The second volume of two in a new, updated edition of the 2012 book Playing at the World, which charts the vast and complex history of role-playing games.

This new edition of Playing at the World is the second of two volumes that update the 720-page original tome of the same name from 2012. This second volume is The Three Pillars of Role-Playing Games, a deep dive into the history of the setting, system, and characters of Dungeons & Dragons—the three pillars indicated by the volume’s title. (The first volume of the new edition is The Invention of Dungeons & Dragons, which explores the publication and reception of that iconic game.)

In this second volume, Jon Peterson covers the medieval fantasy setting—the first pillar—and addresses why the first role-playing game evolved around fantasy and medieval settings as opposed to some other historical setting. In the second pillar, the author explores how the rules

Playing at the World 2E Volume 2

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RRP £55.00 – you save £8.25 (15%)

Order before 4pm tomorrow for delivery by Tue 30 Dec 2025.

A Paperback by Jon Peterson

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    View other formats and editions of Playing at the World 2E Volume 2 by Jon Peterson

    Publisher: MIT Press
    Publication Date: 4/8/2025
    ISBN13: 9780262552318, 978-0262552318
    ISBN10: 0262552310

    Description

    Book Synopsis
    The second volume of two in a new, updated edition of the 2012 book Playing at the World, which charts the vast and complex history of role-playing games.

    This new edition of Playing at the World is the second of two volumes that update the 720-page original tome of the same name from 2012. This second volume is The Three Pillars of Role-Playing Games, a deep dive into the history of the setting, system, and characters of Dungeons & Dragons—the three pillars indicated by the volume’s title. (The first volume of the new edition is The Invention of Dungeons & Dragons, which explores the publication and reception of that iconic game.)

    In this second volume, Jon Peterson covers the medieval fantasy setting—the first pillar—and addresses why the first role-playing game evolved around fantasy and medieval settings as opposed to some other historical setting. In the second pillar, the author explores how the rules

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