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Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It [Livre audio] [Anglais] [CD]

David M. Ewalt , Mikael Naramore
3.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
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Descriptions du produit

Revue de presse

“Dungeons & Dragons has been a huge part of my life. The book sheds light on the world of [D&D co-creator] Gary Gygax, and it also lets the reader into the mind of somebody questioning how cool this game is.” (Vin Diesel)

“An engaging book that fuses history and memoir. [Ewalt] tracks D&D's turbulent rise, fall and survival, from its heyday in the 1980s… to the 21st century.” (The Wall Street Journal)

“David Ewalt’s wit, insight and infectious love of D&D make him the perfect guide to the most significant game of the twentieth century. The book is a joy to read.” (Tim Harford, author of The Undercover Economist)

“It's almost impossible to explain how Dungeons & Dragons works, and harder still to explain how it feels. This book comes as close as any I've ever read.” (Chuck Klosterman, author of Sex, Drugs, and Cocoa Puffs and I Wear the Black Hat)

“David Ewalt writes about the world of fantasy role-playing junkies with intelligence, dexterity, and even wisdom. (I am unable to speak to his strength, constitution, or charisma.)” (Ken Jennings, author of Maphead and Because I Said So!)

“Long before I made my mark in software, I was a pretty good Dungeon Master, and D&D has played a significant part in my life. In addition to covering much of the deep history of the game that I never knew, Of Dice and Men brought back tons of fond memories, and damned if it didn’t make me pull some dusty old rulebooks off the shelf at home.” (John Carmack, co-founder of Id Software)

"A fascinating history of D&D written by an author who authentically loves the game. Whether you know what d20 means or not you will love this book!" (Felicia Day, actress, producer, creator of The Guild and Geek & Sundry)

"The best book I've read since the Monster Manual." (David X. Cohen, executive producer of Futurama)

"A fascinating window into the storied history of fantasy pen and paper gaming. A must-read for anyone curious about the genre." (Dr. Ray Muzyka, co-founder of BioWare)

“David Ewalt offers a genial history of Dungeons and Dragons and its impact on his own geek life…. A highly readable account of a game that seized the imagination of a generation and maintains its grip three decades later.” (Publishers Weekly)

“Even audiences normally indifferent to D&D’s charms will find Ewalt’s overview witty and absorbing, and the game’s devotees will discover much here to revel in and quibble with.” (Booklist)

"The author’s devotion to the game does much to illuminate role-playing’s enduring power on mortal men and women." (Kirkus)

"The core of Ewalt’s story is his experience of role-playing games. He explains it about as well as anyone could, short of experiencing it yourself." (Seattle Times) --Ce texte fait référence à l'édition Relié .

Présentation de l'éditeur


Ancient red dragons with 527 hit points, +44 to attack, and a 20d10 breath weapon, to be specific. In the world of fantasy role-playing, those numbers describe a winged serpent with immense strength and the ability to spit fire. There are few beasts more powerful—just like there are few games more important than Dungeons & Dragons.

Even if you’ve never played Dungeons & Dragons, you probably know someone who has: the game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons inspired one of the original nerd subcultures, and is still revered by millions of fans around the world. Now the authoritative history and magic of the game are revealed by an award-winning journalist and lifelong D&D player.

In Of Dice and Men, David Ewalt recounts the development of Dungeons & Dragons from the game’s roots on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, to its apotheosis as father of the modern video-game industry. As he chronicles the surprising history of the game’s origins (a history largely unknown even to hardcore players) and examines D&D’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment. --Ce texte fait référence à l'édition Relié .

Détails sur le produit

  • CD
  • Editeur : Brilliance Corporation; Édition : Unabridged (20 août 2013)
  • Langue : Anglais
  • ISBN-10: 1480524611
  • ISBN-13: 978-1480524613
  • Dimensions du produit: 16,5 x 14 x 1,8 cm
  • Moyenne des commentaires client : 3.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
  • Classement des meilleures ventes d'Amazon: 397.804 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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Dans ce livre (En savoir plus)
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Couverture | Copyright | Table des matières | Extrait | Index
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Commentaires client les plus utiles
3.0 étoiles sur 5 un pélerinage 28 décembre 2013
Format:Format Kindle|Achat vérifié
Un livre attachant racontant la genèse de Donjons & Dragons, par un authentique fan. Intéressant pour les fans et les gens curieux de ce qu'est le jeu de rôle, probablement tout à fait abscons pour les autres..
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Amazon.com: 4.0 étoiles sur 5  97 commentaires
43 internautes sur 44 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Geekdom 101 21 août 2013
Par James Palmer - Publié sur Amazon.com
This is a good book, but at points I wondered whether it wasn't really two potentially better books fused into one. It's well-written, funny, and when it comes to the difficult task of capturing exactly what goes on in a gaming session, and why it's awesome, it does it very well. But it has to tackle too much; it is, simultaneously, an introduction to tabletop gaming and the state of the industry nowadays *and* a history of TSR and the creation of D&D itself. Honestly, TSR's history, complete with the backstabbing, culture clashes, and the genial weirdness of the small-town Midwest that spawned early gaming culture, could really be a full-length business classic itself, and there's only intriguing hints of that here.

I'm not certain how much value experienced gamers will get out of this, other than a "Hey, I know those guys!" But it's definitely a perfect gift for befuddled significant others.
16 internautes sur 16 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 A Critical Hit! 3 septembre 2013
Par Wulfstan - Publié sur Amazon.com
David M Evalt is like me- a gaming geek. Yes, we both play D&D (well, not so much anymore for me, but...). Here he has penned an exciting, readable, and fun history of Dungeons & Dragons along with quite a bit on how it FEELS to play it, as opposed to HOW to play it.

Now, yes, this has been done before- in the comprehensive giant volume called Playing at the World (which is so complete it even covers my little contribution to gaming history.). But, even tho that book is scholarly and encyclopedic it is mostly of interest to super fans and it is not a fast read by any means.

David's book is the opposite- not comprehensive but a fast and fun page turner. It cover the high-lights (and some of the low-lights, David is not afraid to dish some dirt) of the History of D&D and also throws in some interesting tidbits about how the game feels to play and how it feels to be a player, including the authors personal journey as a D&D geek.

This book is perfect for someone who's son/husband/granddaughter etc is into D&D and who wants to know more about what they are so into and why. It's also a good read for a gamer who just wants a fun and fast overview of how D&D came to be.

Readable, entertaining.
27 internautes sur 32 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 This book rolled an 11 26 août 2013
Par William A Powell Jr. - Publié sur Amazon.com
Format:Format Kindle|Achat vérifié
An 11 is a solid roll if you have some additional abilities to bump it, but by itself it isn't going to hit anything of consequence. It is a book that could have been much better had it stuck to one story or another. It alternates between the author reconnecting with the game, and also a brief history of D&D. I was hoping for much more substance in the history of the game sections, and less about the actual game play.

If you have never played the game and have a curiosity about what goes on at a gaming table, this book will be entertaining. If you have played for any length of time however, it comes off as that guy at the gaming convention that has to share tales of his last game he played to everyone at the table even though you had to be there to really enjoy it.

This was a light read, glad I bought the cheaper kindle version but I am really disappointed in the content.
16 internautes sur 20 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 A partial history of D&D 1 septembre 2013
Par Tom Braun - Publié sur Amazon.com
Format:Format Kindle|Achat vérifié
This is a difficult book for me to review, because as a D&D nerd it's hard not to have a lot of Opinions on it. My inner geek found plenty of nits to pick with this book: annoyance with the casual dismissals of the versions of the game the author didn't personally play (2nd and 4th edition, primarily) and a wish that the author would have dived deeper into some of the historical bits (the whys and hows of the 'satanic panic' of the 80's are skimmed) are chief among them. The post-Gygax years of TSR and the release of 2nd Edition or any setting the author hasn't played (Forgotten Realms, Dark Sun, Eberron) are also conspicuous by their absence.

So let me review this as a writer. From that perspective I also found this book somewhat lacking. The author centers the book around his own personal journey with tabletop roleplaying games. Chapters alternate between the history and business of the game and the author's own stories. The latter are interspersed with dramatic prose-style descriptions of games the he has played in. At first this is fun, but it quickly wears out its welcome to the point where I found myself skipping the endless paragraphs of italicized purple prose. What works well for, say, the read-aloud text for a D&D campaign is tiresome in a non-fiction book.

And while I understand the David Ewalt is using his personal experiences to make the topic accessible, it has the result of making him the main character of this book. And he's one I tired of quickly.

There are also the cliched 'lessons to be learned' from every single experience, something that really annoys me in non-fiction books. In life not every event is pregnant with meaning. Attempting to find personal revelation in everything just to fit a narrative feels extremely forced, and Ewalt does this in spades.

Finally, and I just have to get this out there, as a Fourth Edition player it's clear to me that the author has never so much as even skimmed a rulebook, and is going entirely off what he's heard and read elsewhere. Some of the things he was oohing and ahhing over about D&D Next had me rolling my eyes. "Yeah, you could do that in 4e dude." I will grant the author his personal preferences, but I think if you're going to write a book about the history of D&D you could pretend to have at least a modicum of objectivity.

Nerd wars aside, I did learn some things. Ewalt does a good job introducing us to the personalities involved in creating D&D between 1970 and 1980. Gary Gygax, Dave Arneson, and many of the lesser known (but still important) players get full treatment.

For someone looking for a light, quick introduction to what Dungeons & Dragons is, how it got started, and why it's important to millions of people the world over, this book is probably worth picking up. But if you have more than a passing knowledge of the game, you can probably safely skip it.
7 internautes sur 8 ont trouvé ce commentaire utile 
2.0 étoiles sur 5 History of D and D 1st Edition + Ewalt Role-Playing Autobiography 3 janvier 2014
Par AKS - Publié sur Amazon.com
Format:Relié|Achat vérifié
The book purports to be a history of Dungeons and Dragons and the people who play it. At the outset the author indicates that the aim of the book is "to explain the phenomenon of D&D to a mainstream audience." Abstractly that is fine, but let's be honest, most folks who are picking up this book have some familiarity or pre-existing relationship with D&D. If someone wrote a book about NASCAR to explain the phenomenon to the non-NASCAR watching world (which includes me), I would not feel compelled to read it - I have zero interest in NASCAR and my freetime is just too limited to compel me to read about this particular sport and the people who watch it. I imagine the same is true of most of the non-roleplaying/non-"geek" world. Look at the book's endorsements, mostly from folks who have some gaming experience.

Anyways, the author's intentions aside, the first half of the book is quite solid. Ewalt explores the roots of D&D and provides a pretty detailed and captivating history of D&D's (and Advanced Dungeons & Dragons) first edition. This history is well-written, well-research and is interspersed with vignettes from his own gaming experience. All of this works - if you are familiar with D&D the history is informative and even the vignettes are entertaining; if you are not the narrative is structured in such a way to still make it interesting.

However, the book falls apart about half way through (or what should have been the half-way mark). The history effectively ends with the departure of Gygax and Williams' takeover of TSR. The creation of editions 2, 3 (and 3.5), and 4 and the sale to Wizards of the Coast are given about 2-3 pages of text. Completely ignored are topics like the creation of the various gaming/novel worlds (Dragonlance, Forgotten Realms, Ravenloft, etc.), the cartoon (mentioned in a sentence), the video games, D&D's influence in popular culture, and really any of D&D's history from 1986 to 2012. The satanic controversy is given a chapter though is presented mostly as "this is what happens." There is no discussion of who the system evolved and why, what influences shaped subsequent design, etc. In large part this is because Ewalt himself was not playing during those years and is explicitly uninterested in the gaming worlds created by TSR/Wizard's of the Coast.

In the place of 25 years of D&D history, Ewalt instead writes about a series of random events undertaken as part of his reawakening to role-playing/"research" for the book - LARPing, a trip to Wizards of the Coast, his introduction to D&D Next, a visit to Lake Geneva, WI for Gary Con, etc. There is nothing historical, investigative, or journalistic about any of this - its a gamer writing about some stuff he did these past couple of years. For the supposed non-gamer this book is intended for, I can't imagine why they would want to read about any of this stuff (anymore than I want to read about the travels of a NASCAR fan). For a gamer, just go to any online forum and read about folks' thoughts pertaining to the new edition to D&D, the challenges of being a Dungeon Master, what one can do on a sleepy March afternoon in Lake Geneva, WI., etc.

The first half is easily 4 star material, the second half is worth 1 star or less.
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