For a certain kind of person, this book is a source of great joy. Fortunately, I am that kind of person, and I have kept coming back to it since I bought it in February. I first became aware of Art & Arcana when I flipped through an electronic version that came as part of the Hugo voters’ packet in 2019. Even through a laptop screen, I could see that the physical book would be something special, and so it has proved.
Art & Arcana is a visual history of Dungeons & Dragons, beginning before the beginning with the game’s immediate (Chainmail) and more distant (H.G. Wells) antecedents, and continuing through D&D’s fifth edition, its current incarnation that began publishing in 2014. The book itself is a serious object: just over 400 pages, oversized, hardbound, printed in full color on every page. I’ve been out of the printing business for too long to spec paper by hand anymore, but it’s quality stock that will stand up to years of reading and referencing, and the colors fairly leap off the page, especially in the many full-page illustrations.
I learned the game from friends and their various older brothers just as the original version of D&D was transforming into Advanced Dungeons and Dragons; the three little tan booklets and the several supplements were giving way to hardback books, although at that time only two of the three books necessary for AD&D had been published, so we mixed and matched as required. The wait for the Dungeon Master’s Guide seemed an eternity, though Art & Arcana tells me it was about a year. I played with great regularity through the mid-1980s, tapering off and essentially coming to a stop in the early 1990s. My D&D books did not come with me to Budapest, and they still have not caught up with me. About half of Art & Arcana is familiar from when I was either playing or still reading and buying bits of D&D things here and there. The rest is just as gorgeous, if not as familiar. Of course for people whose formative experiences came from newer editions of D&D, the ones that feel like home to me will be history, maybe even primitive ancestors.
The book’s modest amount of text recounts the story of the game’s development, beginning with how Gary Gygax and Dave Arneson, along with other members of their gaming clubs, worked out how to add medieval and fantasy elements to the games they were already playing with miniature soldiers. In the early 1970s, the game changed from rules about what to do with miniatures — which by then included monsters — to open-ended role-playing for which miniatures were useful but not necessary. In 1974, Dungeons & Dragons proper made its debut.