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Get this book! If you are curious about the roots of our hobby, then this is pure gold. Add to that the fact that this is an intriguing game with some quite cool innovations and you have something that should appeal even if gaming archaeology is not your thing. It really screams out to be played.
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A somewhat mishmash ruleset that underwent multiple "releases" in the first few weeks but has (presumably?) stabilized since, Dragons at Dawn is an optimistic attempt to create a game that is "entirely consistent with Arneson's original, largely forgotten methods of play developed roughly in the period 1970(sic)-1973; an imaginative foray into what might have been...". "Largely forgotten" is a phrase that occurs frequently within the text which, in its own right, should suffice to make one inquire as to how such a game can be "entirely consistent" with something so "forgotten" or that "never really existed" at any point within the somewhat speculative chronology. Even allowing this "wishful thinking", care is inevitably required where utilizing material published later - when Arneson and Gygax were at loggerheads - or speculating as to the influences of various individuals upon each other (the relationship of M.A.R.... More > Barker to Arneson being one obvious case in point). In conclusion, Dragons at Dawn is not what it originally claimed to be, at least in the first "release", although it was certainly created as a "tribute" with good intentions. Thorough peer-reviewing and sanity checking as to what precisely could/could not be claimed, along with a more "honest" presentation of such matters in an academic manner with references to sources would have resulted in a more "useful" end product for players wishing to attempt to delve into the history of roleplaying. This, however, is not to say that the game itself cannot be "fun"; such an approach being a keystone of Arneson's ethos, especially in later years. **1/2 from 5< Less
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This is a great alternative to the fantasy retro games floating about. But it's much more. If you'll accept that fantasy game rules are a form of literature, it's literary archeology. This makes it fun and enlightening to read. But it is also fun to play. It's different enough that experienced gamers will recognize it as a new game in its own right, but flexible enough that you can use it with existing campaigns and source material. It's a sideways step into a world where first level wizards can throw fireballs, wear armor and wield swords and where experience is gained by spending gold. Definitely a winner!
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An excellent product, marred by a few problems. Layout is poor, with sections not easily visible, but terms are well-defined and organization is good. There are many differences from Dungeons & Dragons, which may be unexpected - casting a spell involves spell points and a save vs. constitution, and attacks use the Combat Matrix to compare attack and defense followed by a 2d6 roll. There is also an electronic version available at: http://sites.fastspring.com/apriorcrs/product/dragonsatdawn
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By tavis.allison
Apr 16, 2010
We played Dragons at Dawn at the Second Annual Dave Arneson Memorial Gameday in NYC, and I am happy to say that the expedition of our warriors, wizards, sages, and merchants into Blackmoor Dungeons proved that these proto-D&D rules are as much fun to play as they are fascinating to read!