DUNGEONS & DRAGONS ART & ARCANA
A Visual History
By Michael Witwer, Kyle Newman, Jon Peterson and Sam Witwer
Illustrated. 440 pp. Ten Speed Press. $50.
“D&D is a game of stories,” write Michael Witwer, Kyle Newman, Jon Peterson and Sam Witwer early in “Dungeons & Dragons Art & Arcana: A Visual History,” before noting it also comprises other things, like characters and ideas. But for anyone who’s sampled the iconic role-playing game, D&D is also an exuberant dive into imagination, world-building, teamwork and identity — especially when played in its original format on a table cluttered with rule books, maps, monster manuals, character worksheets and colorful polyhedral dice nestled among pizza boxes, Funyuns bags and half-empty Mountain Dew cans.
The DemogorgonCreditWizards of the Coast LLC
Once in the game, you could forget about the dreary annoyances of school as you slipped into your handcrafted persona of a thieving elf with high Strength and Intelligence scores and went off to battle the Demogorgon or a giant toothy Purple Worm with your fellow treasure-seeking friends. And if you were the designated Dungeon Master, narrating the story and directing the plot you mostly made up, that was even better. Just watch the first five minutes of the Netflix series “Stranger Things” to see the joyful camaraderie.
“Dungeons & Dragons Art & Arcana” is an officially licensed (and promotional) history of the medieval combat-and-quest game originally concocted in 1974 by Gary Gygax and Dave Arneson. With more than 700 images of guidebook illustrations, game packaging, advertising and ephemera crammed between its covers, it feels as if you’re exploring a document dump of the company archives in convenient coffee-table-book form.
The game’s creators apparently never threw anything away. While the amateurish black-and-white sketches and badly typed rule book drafts reveal humble beginnings in the first chapter, the artwork soon becomes much more elaborate as D&D caught on. Cartoonish drawings give way to books and handsome box sets decorated with lavish color paintings and computer-generated graphics as Dungeons & Dragons morphed into a global mass-market transmedia property with its own novels, magazines, video games, television series and other products.
The Purple WormCreditWizards of the Coast LLC
While the book is dominated by images of clanking chainmail-clad warriors, columns of text detailing the game’s historical development also snake through its pages. The tone is largely upbeat and earnest, but the authors don’t sidestep the ups and downs of the franchise, like an early cease-and-desist order from J. R. R. Tolkien’s estate for unauthorized use of hobbits and ents. Typical business woes of overexpansion, the travails of a marketplace shifting to digital entertainment and corporate acquisition are also covered.
However, it’s the discussion of the game’s social impact in the late 1970s and early 1980s that is far more intriguing, as the authors recount the persistent parental fear that D&D’s luridly illustrated manuals were practically inspiring innocent youngsters to construct cardboard altars to Beelzebub in the basement: “To an audience who had no understanding of the mechanics of a role-playing game, and especially those inclined toward religious fundamentalism, this was all scary stuff.”
D&D survived the bad press and went on to influence a whole generation of creative professionals. The authors Sherman Alexie,
Ta-Nehisi Coates, Junot Díaz, Sharyn McCrumb and (naturally) George R. R. Martin are among those who
have discussed the game’s impact on their own storytelling skills, as have countless actors and computer programmers. As the author and technologist David S. Bennahum observed in the late 1990s, Dungeons & Dragons was “an example of how a subculture built by kids would work its way upward into the cultural mainstream.”
“Dungeons & Dragons Art & Arcana” will mostly appeal to those who have similarly fond memories or who want a nostalgic blast from the past — even if the past was last night. But player or not, it’s hard to deny the degree to which D&D has infiltrated the culture, especially in a world where “Stranger Things” and HBO’s “Game of Thrones” grabbed
multiple Emmy nominations this year.