Series Foreword
Preface
1 First Principles
2 Rise of the Wargaming Clubs
3 Miniature Wargaming
4 The Medieval Setting
5 The Castle & Crusade Society
6 From Amateur Attempts to Guidon Games
7 Chainmail and Fantasy Wargaming
8 “Will Cooperate on Game Design”
9 The Fall of the IFW
10 The Return of the Referee
11 Blackmoor
12 The Fantasy Game
13 Claiming an Audience
14 Selling the Story
15 Courting the Wargamers
16 GenCon 1974 and Its Aftermath
17 Dungeons & Dragons in Los Angeles Fandom
18 Seeds of Success
19 Alarming Excursions
20 The Summer Conventions of 1975
21 The Bully Pulpit of Lake Geneva
22 Canonicity and Control
23 Cooperate or Compete?
24 D&D among the RPGs
Notes
Index