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Side Quest
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Side Quest : A Visual History of Roleplaying Games, A Graphic Novel

Book Details

Format Paperback / Softback
ISBN-10 0358616379
ISBN-13 9780358616375
Publisher HarperCollins Publishers Inc
Imprint Versify
Country of Manufacture GB
Country of Publication GB
Publication Date Nov 7th, 2024
Print length 208 Pages
Weight 446 grams
Dimensions 22.90 x 15.40 x 1.30 cms
Ksh 2,350.00
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A Mary Sue Best YA Graphic Novel Runner-Up!For fans of dungeon crawls and dice rolls—and anyone wanting to know more about them—Side Quest is a stand-alone graphic novel history of roleplaying games (RPGs), from ancient games to those played today, with personal stories from creators throughout!With a meld of history, fantasy, and memoir, Side Quest: A Visual History of Roleplaying Games gives existing fans of tabletop roleplaying games (TTRPGs) insight into the history of the medium—and provides a gateway for anyone new to the phenomenon. The creators, Steenz and Samuel Sattin, narrate the book, switching between personal stories about their RPG experiences and concrete information that reveals the fascinating and often little-known history of these games. (Did you know that H. G. Wells created an RPG in the early 1900s? You will soon, along with so much more!)This is an inviting introduction to what TTRPGs are, why they matter, and how readers can get involved. And like any popular guide to arcana, this book is geared toward an audience of gamers, non-gamers, and general readers alike. Equal parts enlightening, adventurous, and approachable, this appealing graphic nonfiction book is one that everyone can enjoy! 

For fans of dungeon crawls and dice rolls—and anyone wanting to know more about them—Side Quest is a stand-alone graphic novel history of roleplaying games (RPGs), from ancient games to those played today, with personal stories from creators throughout!

With a meld of history, fantasy, and memoir, Side Quest: A Visual History of Roleplaying Games gives existing fans of tabletop roleplaying games (TTRPGs) insight into the history of the medium—and provides a gateway for anyone new to the phenomenon.

The creators, Steenz and Samuel Sattin, narrate the book, switching between personal stories about their RPG experiences and concrete information that reveals the fascinating and often little-known history of these games. (Did you know that H. G. Wells created an RPG in the early 1900s? You will soon, along with so much more!)

This is an inviting introduction to what TTRPGs are, why they matter, and how readers can get involved. And like any popular guide to arcana, this book is geared toward an audience of gamers, non-gamers, and general readers alike. Equal parts enlightening, adventurous, and approachable, this appealing graphic nonfiction book is one that everyone can enjoy!

 


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