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Side Quest by Samuel Sattin

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Side Quest

A Visual History of Roleplaying Games, a Graphic Novel

Samuel Sattin

HarperCollins · Print & ebook · October 8, 2024

Reading lane: Sociology for Teens

A Mary Sue Best YA Graphic Novel Runner-Up!

At a Glance

Why This Clicks

Games With a Past

Explore roleplaying games through a lively blend of history, fantasy, memoir, and creator stories.

Come here for

  • The roots of tabletop roleplaying, from ancient games to today
  • Personal perspectives alongside little-known gaming history

Expect

  • An approachable graphic history for fans and newcomers
  • A mix of explanation and adventurous spirit

Book Details

Authors
Samuel Sattin
Publisher
HarperCollins
Published
October 8, 2024
Format
Print & ebook
Theme
Sociology for Teens · Graphic History
Reading lane
Sociology for Teens

Affinity

Publisher Categories

  • Cultural Heritage Lives

  • Lives in History

  • Graphic Biography

  • Graphic History

Show all 8 publisher categories
  • Graphic Social Topics

  • Wars & Military History for Teens

  • 20th Century America for Teens

  • 21st Century America for Teens

About This Book

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 o...

Read full description

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!

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