
Slaying the Dragon
A Secret History of Dungeons & Dragons
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Narrated by:
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Sean Patrick Hopkins
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By:
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Ben Riggs
About this listen
2022 Milwaukee Journal Sentinel Best Books of the Year, Long-listed
Role-playing game historian Ben Riggs unveils the secret history of TSR—the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival.
Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering.
Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard.
As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world.
©2022 Ben Riggs (P)2022 Macmillan AudioListeners also enjoyed...
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Interesting Topic, but Terrible Execution.
- By Diebold on 02-11-14
By: David M. Ewalt
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Of Dice and Men
- The Story of Dungeons & Dragons and the People Who Play It
- By: David M. Ewalt
- Narrated by: Rob Brinkmann, Pavi Proczko
- Length: 10 hrs and 3 mins
- Unabridged
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Even if you’ve never played Dungeons & Dragons, you probably know someone who has: the game has had a profound influence on our culture, and 2014 marks the intriguing role-playing phenomenon’s 40th anniversary. Released decades before the Internet and social media, Dungeons & Dragons inspired one of the original nerd subcultures and is still revered by more than 30 million fans. Now, the authoritative history and magic of the game are revealed by an award-winning journalist and lifelong D&D player.
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Welp... The dice wanted to tell a story
- By Randall Q. on 02-26-25
By: David M. Ewalt
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MCU
- The Reign of Marvel Studios
- By: Joanna Robinson, Dave Gonzales, Gavin Edwards
- Narrated by: Andrew Kishino, Joanna Robinson
- Length: 16 hrs and 40 mins
- Unabridged
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Marvel Entertainment was a moribund toymaker not even twenty years ago. Today, Marvel Studios is the dominant player both in Hollywood and in global pop culture. How did an upstart studio conquer the world? In MCU, beloved culture writers Joanna Robinson, Dave Gonzales, and Gavin Edwards draw on more than a hundred interviews with actors, producers, directors, and writers to present the definitive chronicle of Marvel Studios and its sole ongoing production, the Marvel Cinematic Universe.
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Puff piece.
- By Habu1271 on 10-26-23
By: Joanna Robinson, and others
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Itchy, Tasty
- An Unofficial History of Resident Evil
- By: Alex Aniel
- Narrated by: Cindy Kay
- Length: 8 hrs and 4 mins
- Unabridged
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Industry expert Alex Aniel spent two years interviewing key former members of Capcom staff, allowing him to tell the inside story of how Resident Evil was envisioned as early as the late 1980s, how its unexpected and unprecedented success saved the company from financial trouble, how the series struggled at the turn of the century, and, eventually, how a new generation of creators was born after the release of Resident Evil 4.
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Not what I was expecting
- By Brianna Donato on 10-15-21
By: Alex Aniel
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Baldur's Gate
- By: Philip Athans
- Narrated by: Fleet Cooper
- Length: 9 hrs and 4 mins
- Unabridged
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Bhaal must be stopped! Someone is sabotaging the iron mines of the Sword Coast, pushing powerful realms toward a bloody war, and a young mercenary toward an unimaginable secret. Evil gods, giant spiders, murderous doppelgangers, flesh-eating ghouls, and wicked Zhentarim come to life in the action-packed novelization of the Baldur's Gate computer game form BioWare and Interplay.
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Poor Novelization of Good Source Material
- By David B on 10-06-17
By: Philip Athans
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Play Nice
- The Rise, Fall, and Future of Blizzard Entertainment
- By: Jason Schreier
- Narrated by: Ray Chase
- Length: 9 hrs and 16 mins
- Unabridged
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For video game fans, the name Blizzard Entertainment was once synonymous with perfection. The renowned company behind classics like Diablo and World of Warcraft was known to celebrate the joy of gaming over all else. What was once two UCLA students' simple mission—to make games they wanted to play—launched an empire with thousands of employees, millions of fans, and billions of dollars. But when Blizzard cancelled a buzzy project in 2013, it gave Bobby Kotick, the infamous CEO of corporate parent Activision, the excuse he needed to start cracking down on Blizzard's proud autonomy.
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Just ok
- By TH on 11-17-24
By: Jason Schreier
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Control Freak
- My Epic Adventure Making Video Games
- By: Cliff Bleszinski
- Narrated by: Kurt Kanazawa
- Length: 9 hrs and 24 mins
- Unabridged
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Video games are dominating the planet. In 2020, they brought in $180 billion dollars globally—nearly $34 billion in the United States alone. So who are the brilliant designers who create these stunning virtual worlds? Cliff Bleszinski—or CliffyB as he is known to gamers—is one of the few who’ve reached mythical, rock-star status. In Control Freak, he gives an unvarnished, all-access tour of the business.
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5 star book, but obnoxious
- By Rodney on 06-10-23
By: Cliff Bleszinski
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So You Want to Be a Game Master
- Everything You Need to Start Your Tabletop Adventure for Dungeon's and Dragons, Pathfinder, and Other Systems
- By: Justin Alexander
- Narrated by: Shawn Compton
- Length: 17 hrs and 42 mins
- Unabridged
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Thanks to tabletop roleplay, millions of fans are creating unforgettable collaborative stories. No matter what roleplaying game you want to play, this book is the key to unlocking endless adventure!
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Missing the necessary accompanying pdf
- By Heather Hamstra on 12-13-23
By: Justin Alexander
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Chip War
- The Quest to Dominate the World's Most Critical Technology
- By: Chris Miller
- Narrated by: Stephen Graybill
- Length: 12 hrs and 38 mins
- Unabridged
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You may be surprised to learn that microchips are the new oil—the scarce resource on which the modern world depends. Today, military, economic, and geopolitical power are built on a foundation of computer chips. Virtually everything—from missiles to microwaves—runs on chips, including cars, smartphones, the stock market, even the electric grid. Until recently, America designed and built the fastest chips and maintained its lead as the #1 superpower, but America’s edge is in danger of slipping, undermined by players in Taiwan, Korea, and Europe taking over manufacturing.
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Great history, but could poor narration
- By Lily Wong on 10-26-22
By: Chris Miller
What listeners say about Slaying the Dragon
Highly rated for:
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- Eric C. Smith
- 07-24-22
Review to Follow
I liked it a lt. More review to follow when I pull my thoughts together
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- Luis F. Interiano C.
- 09-06-22
D&D the struggle and salvation
loved this inside scoop on the death of TSR and its revival by Wizards of the Coast!
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- John
- 09-09-24
So interesting that I increased playback speed to hear all of it as fast as possible!
I last played AD&D in the late 80s but never lost my love for it. I always wondered about the how and why of things Gygax's ouster, TSR's collapse, and so forth. This excellent pice of journalism not only answered all that and more, but did so with riveting style.
I'll be picking up the paperback just to read it again!
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- Amazon Customer
- 03-27-25
In depth story of the birth and growth of D&D
Well researched, written and performed. Highly recommended for anyone who is interested in the TRRPG space (or anyone who is interested in gaming in general).
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- Paul Angle
- 12-16-22
Interesting history well told
Any fan of Dungeons and Dragons will enjoy this history of the game and the company it spawned. Well written and engaging, and the narrator performance is top notch.
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- Adam Connor
- 01-28-23
Good but inclined to Hyperbole
Very good but far too inclined to call people geniuses,.. It gushes when a deeper evaluation is called for. Has the bones of a great book but doesn't quite live up to it; it is not "The Soul of a New Machine". But it is certainly worth reading if you have an interest in Dungeons and Dragons history.
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- Mr. Bildo
- 07-03-24
Nostalgia right to the veins
This was an excellent narrative about TSR that completely transcends any information I’d read in the past. The author is extremely fair in his treatment of the former employees and the, unbelievable at times, stories they tell.
If you are of a certain age and grew up with DnD I’ll tell you now—don’t hesitate. This is a required listen.
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- Seth Andrews 358
- 12-18-22
Difficult book.
Slaying the dragon, the book, was difficult. I liked aspects of it. Shoot, probably most of it. I didn't care for how the author mocked Gary Gygax, couldn't see what the Blooms were up to, & I thought his bringing fetish up as wholly unnecessary & mean spirited. Otherwise, I found the book educational in other areas it covered. It was especially illuminating on the final painful moments 💔 of TSR. Truly, it reminded me of how my Mom slowly slipped away. With TSR, they had a room full of product that might have helped save them, but they couldn't publish. With my Mom, she had the antibiotics that might save her, but they couldn't cleanse her blood, so it could work. Truly painful! Unlike my Mom, Wizards of the Coast, head by a TSR fan, reached in & saved TSR. I hadn't previously understood how dire the situation was, nor understood how Wizards worked to mend fences. I especially appreciated Wizards giving all original art to the artists who created the art, should they want it (previously held by TSR). Such a huge gesture, worth millions. I was sad to hear of how the wonderful other settings, like Plainscape & Dark Sun, were discontinued & surprised they never made money, for that matter. I wasn't a fan of how the author continually reached out in his writing to say he wished Loraine would have spoken to him. He considered her a savior of TSR, at least until she wasn't. It seems she did help save TSR from the mistakes of the Blooms, but she lacked the spark to see TSR launch again. She seemed to have had a personal dislike of Gary, so instead of realizing his spark could be put to use to help her, she attempted to quell that spark. She didn't do well under the sell to Wizards. I didn't wish her ill. It isn't my way. I think she was increasingly boxed in & acting as she was forced to, by circumstances & poor financial decisions. I'd like to have seen her last minute negotiations to look after the people of TSR & accept a business loss with the sale in a better light, but it didn't have to go the way it did, is the thing, isn't it? I'm glad Wizards mended fences with the creators & appreciated the treasure they now held. Anyway, I couldn't sleep. I felt the need to write about my take on this book. Maybe I can sleep now. Goodnight.
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- R.Dietz
- 01-05-23
Fascinating look at the history of TSR
The vocal performance is easy to follow and moves at a good clip as the narrator reads. The book itself is a pretty in-depth and very well researched account of the events that transpired to land TSR where it ended up in its final days. Highly recommend to anyone who is curious about the downfall of on of the biggest Table Top Gaming companies of the early RPG scene.
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- Programming Dragon
- 08-30-22
Eye opening story of the rise and fall of TSR.
Wow!!! Never knew a tenth of how it fell. I grew up during this era, owned, played and went through the "occult" speeches that everyone thought the players were involved with. Even today, my parents think I dabble in the occult and going to HELL because I still play.
This is a good book to reminisce those times, it's a greater book to answer questions I had with what happened to TSR.
I grew up with TSR, and I miss her, this book helps me with closure to why my friend disappeared.
Gygax forever!
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