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!
Samuel Sattin is an American writer. His books include the multi-volume Unico series for Scholastic Graphix, Buzzing, Side Quest, The Silent End, and (as co-author) both A Kids Guide to Anime and Manga and The Essential Anime Guide: 50 Iconic Films, Standout Series, and Cult Masterpieces. He has also adapted the Academy Award-nominated films WolfWalkers, Song of the Sea, and The Secret of Kells to the graphic novel format. He graduated with an MFA in comics from the California College of the Arts and works as a studio writer for Schulz Creative Associates, aka Snoopy Central. Samuel resides with his wife in Northern California, and travels frequently to Japan.
Harper Collins Children's Books provided an early galley for review.
I've been playing these kinds of games since I was in high school, so much of this was a nostalgic look at a hobby I very much enjoy. Still, there was a large amount of history relating to the precursor elements that came together to form what today's players consider a role-playing game.
The book is a fun primer for those new to table-top RPGs. Coming from the children's book division, this appears to be marketed towards kids and teens. The concepts and history is rather rich, so kids might get bored by it. The vocabulary is clearly more on the teen and up level. The artwork however harkens back to the pages of the Sunday funnies with a simple style and bright colors. It even includes a 5th Edition Dungeons and Dragons scenario in the back for players to try out. All together, that made for an informative and entertaining read.
I loved the way this graphic broke down the history of TTRPG and the story it told of that history. While I was aware of some of the more modern and obvious history/historical events that were tied to TTRPG I didn’t realize the extent of how many little events through all of time played a part of what would turn in TTRPG and D&D. I thought the art was really easy to follow and it lended itself to the formatting very well.
I received this book as an Arc from NetGalley for review.
First I want to thank NetGalley and harper360 for giving me the opportunity to read and review this book. But all the opinions are mine.
For years I wanted to get into ttrpg but I was so scared to start. But reading about the history of the ttrpg and where they come from made me more comfortable to maybe get more into it. But if you’re not a beginner in ttrpg this book will be very interesting to learn about the history and influence of ttrpg.
I loved the art still which was really clear and because of all the information you will learn. The art didn’t distract from the text.
Definitely would read again mostly to pick up all the things I mist reading it the first time.
I am not the proper person to write this review. I hate playing games. Why? Well, this book told me. It said that society tells us that pretend play is something only kids should do, but games allow adults to engage in it. When I was a child, I was given tiny household implements like irons and Bissell brooms. Games were a waste of time, but I was allowed to sew, which is my version of gaming.
I'm "game adjacent". My children LOVE games, and there were at least two different RISK sets in my house at some point. My students are always so sure that I can teach them Dungeons & Dragons. My college roommate routinely had friends over playing war games for something like fourteen hours at a time. I fed them and made everyone call their girlfriends. I support games. Just do not make me play!
This epiphany does help me understand that when people love games, whether it's board games, role playing games, or video games, the emotions must be as equally ingrained in them. For game lovers, especially, Dungeons and Dragons aficionados, this is a must-have, complete history of Table Top Role Playing Games in the way that Brian "Box" Brown's The He-Man Effect is the best history of children's television I've ever read. Fans of Boyce's Dungeons and Drama should just buy a case of these to have on hand to give as gifts to everyone they know.
The book itself is so packed with information about every facet of gaming. It talks about the influence of mythology and storytelling on the process of gaming, discusses a variety of games from various cultures, draws historic parallels between war and game strategy (with a side mention of the warlike competition of sports!), and mentions so many different game innovators from history that I just couldn't keep track of all of them. I can see this being a huge boon to a gaming obsessed kid who wants to do a history project on the 1950s game Diplomacy or Gary Gygax and Dave Arneson creating Dungeons & Dragons in 1974.
The authors are characters in the book, and their insights into how games affective them personally are a great touch. This reminded me a bit of the History Comics, in that there were five new interesting facts on every page! This is an absolutely essential purchase for any middle school and high school library. There are always students who become interested in games at these ages, and crave all the information they can find on them.
This excellent graphic novel introduction to the history of TTRPGs (tabletop role-playing games) has been created by two aficionados with totally different but complementary interests. Sattin (a White man) is the professor/writer, chief historian, and tabletop game aficionado while Steenz (nonbinary and Black) contributes the artwork, an interest in the craft side of the story, and their background with LARP games. By inserting themselves directly into the action as storytellers, Sattin and Steenz’s respectful banter becomes part of the fun and will help even middle grade readers power through some of the book’s denser sections. Presenting Dungeons and Dragons and its many offshoots as a continuation of humans’ ancient engagement in storytelling, the pair pilot a Delorean-like time machine into the past to visit ancient China, Rome, early modern Europe and India, and the early 20th century to look at various ancestors of TTRPGs. Clear and bright cartoonish artwork anchors the narrative, offering visual clarification in this occasionally text-heavy discourse. Having only the vaguest familiarity with this subject, I found their presentation and arguments fascinating and very clear and applaud their efforts to be inclusive and even occasionally critical of their passion’s history. The book dives deep into myriad influences, including the grisly Roman reenactments of naumachie, the Italian tradition of commedia dell’arte, the 19th century emergence of tabletop wargames, and the invention of psychodrama by Jacob Moreno in the early 20th century. Side Quest opens with a table of contents that divides the book into 6 distinct sections (that mimic D & D play) and backmatter includes a playable adventure, a glossary of terms, and an extensive bibliography. Link to complete review: https://ysbookreviews.wordpress.com/2...
For fans of Dungeons and Dragons, this is a stand alone graphic novel of the history of Table Top Role Playing Games.
. Here's the thing, I'm quite interested in playing Dungeons and Dragons. I think it will be fun and a good way to try something new. But this graphic novel is not for me.
It was fascinating to go through the history but it got so bland for me as I kept reading. The art reminds me of the classic sunday newspaper comics section that it gave nostalgia and it was perfect for the theme of D&D. However, it took me awhile to realize what the yellow and gray box speech bubble was, and there was even dialogue outside the box. The continuity was a bit all over the place for me... They navigate through the time using a Delorean which I thought was cute, but there were parts where they jump through time without it that left me confused.
Personally, I think a graphic hovel wasn't the best media to elaborate all of this.
What I do appreciate is the personal stories the authors/artists shared within the graphic novel. They were relatable and it was fun to learn how they started.
Overall, story was alright, art was nostalgic, history was fascinating, but for me, it didn't blend as well together.
This can be more about the history of games than the history of roleplaying games. Dungeons and Dragons isn't even talked about until page 120. It's still interesting. I just didn't need to know about games from a thousand years ago that had little to do with roleplaying or RPGs. I expected this to go more into various types of RPGs which it didn't at all. Dungeons and Dragons is the only one mentioned. If you are already a gamer, this probably isn't going to give much in the way of new information. If you're a novice, this would be a good entry point. Of course, your best way in would be to just talk to someone you know who is into gaming.
This book was interesting, informative, and super cute! I've never really played TTRPGs but my child has been into D&D and painting miniature historical figurines for the past few years. Delving into this world with him has been a fun adventure and I enjoyed reading this discussion of the history of role-playing throughout the ages, and the positive social impact that these types of games can have for their players.
Insightful and interesting read about the history behind role-playing games. While a bit text-heavy at times, the authors do a great job with creating an accessible format to understand the creation of these games, with an added focus on diversity and inclusion.
Entertaining and informative! I appreciated how in depth we went into the history of games and the brief summary of the past, before we moved into the ttrpgs we know.
This is a mix of very young artwork but vocab of older teen/YA. The concepts are quite dense and often go on for a bit too long as you do start to wonder how it relates to d&d. This book is for those who already know about TTRPG, it glosses over the different dice and alignment chart with little to no explanation on it. I feel like this book was a bit all over the place but will suit some people.
"storytelling is a fundamental part of human behavior"
this is a unique nonfiction book for teens and great for anyone interested in history, however, I found the history to be very dense at parts leaving me wondering halfway through how this ties back into roleplaying games. I'm also not sure if this is meant for beginners or not because it delves into the different types of dice and the alignment chart, but just briefly mentions saving throws and initiative with no explanation. The last 40 or so pages also just repeat the same information as if they weren't sure which note to end it on. The art didn't add anything either and while I think there should be more nonfiction graphic novels, this felt a bit too simple for such an imaginative topic