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Dice Men: The Origin Story of Games Workshop

£9.9£99Clearance
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We don’t share your credit card details with third-party sellers, and we don’t sell your information to others. They went on to become bestselling authors and created an entirely new genre of interactive stories. Pure nostalgia, although I suspect that if you aren't "of a certain age" where the names and games and atmosphere of this book are directly relevant to your life then you will find this less than exciting, and probably actually boring.

Of note - the digital/kindle version was very hard to read as the small text from hardcover edition was scanned and could not be adjusted via e-reader. When Ian arrived home later that evening we excitedly told him of our plans, but it took him about 10 days or so to come around to the idea, following much cajoling, mainly by Steve.BUT, as I did read it through in one sitting and didn't want to put it down until I finished then I am "of a certain age" and revelled in the memories. Great run through of a company close to my heart, mostly covering a time period before I was a gamer myself, and told with some excellent humour from life starting to build the brand we know today. Chapter 9 is where Dice Men really picks up for me: the development of Citadel Miniatures and then on to Warhammer Fantasy Battle and 40K.

I would've loved to get even more on the decision-making process and more hard numbers on the growth of the company, but the book gives a decent picture.Da una visión distinta, enfocándose en lo que fue importante para esta persona y en su perspectiva (a veces agridulce) sobre ciertas personas y eventos, en algunos casos muy parcial. I mentioned the page count earlier, but the meat of the thing is in the section from pages 15 to 268, roughly 253 pages (not accounting for chapter breaks – which are fairly frequent at approximately 14 pages per chapter). Second, that it's clear from the text that Livingstone was - and is - clearly a businessman first and a gamer second. To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Other sections are like this too; often critical early figures appear in the narrative, disappear, re-appear, and then are finally introduced properly in a later chapter which deals with the particular subject they’re most relevant to.

The 103 third parties who use cookies on this service do so for their purposes of displaying and measuring personalized ads, generating audience insights, and developing and improving products. For those with either a nostalgic memory of, or an interest in the seminal era of the 70s and early 80s for role-playing games (TTRPG under current nomenclature) this is a great read. It’s an annoyance more than a major issue, and as already stated it’s probably the best choice for trying to make sense of what the company was doing in those early days, but it can make for a slightly surreal reading experience and I suspect a more tightly-edited book might have moved some of these sections around or more explicitly linked them. To an extent it’s understandable that this period of control slowly unraveling isn’t the key focus, but you do wish there was a bit more here; 1987 is the last year for which there’s any real detail given, but it would be nice to have a bit more on these latter stages, and especially the release of Rogue Trader which gets the most passing of mentions. I feel strongly that Dice Men almost completely ignores my pivotal role in those early times, not only with conceiving the name, but also the crucial financial contribution I made in the first twelve months, producing wooden games for sale and thereby funding our fledgling business.The first is to discuss what is in this book, what’s said and what story it’s telling, and the second is to discuss what isn’t said and what story it doesn’t tell. The excuse of a ten-book Fighting Fantasy contract to deliver looks a little thin when you remember that just a few pages ago Livingstone mentions that they’d started subcontracting them out. Dice Men is the fascinating, never-before-told story of an iconic company which changed the world of tabletop gaming for ever.

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