Book
The Elfish Gene: Dungeons, Dragons and Growing Up Strange
by Mark Barrowcliffe
📖 Overview
The Elfish Gene is a memoir about growing up as a Dungeons & Dragons obsessive in 1970s working-class England. Author Mark Barrowcliffe recounts his teenage years when D&D consumed his life and shaped his identity.
Through stories of marathon gaming sessions and encounters with fellow players, Barrowcliffe chronicles his descent into total immersion in fantasy role-playing. The narrative follows his navigation of school, family relationships, and social dynamics while living partially in an imagined realm of orcs and wizards.
His account moves between gaming adventures and real-world experiences in Birmingham, capturing both the escape and isolation that extreme fandom can create. The story tracks his journey from casual player to someone whose entire worldview became filtered through D&D.
The memoir examines themes of identity formation, social belonging, and the blurry line between healthy enthusiasm and destructive obsession. It offers perspective on how fantasy and imagination can both empower and limit during the vulnerable years of adolescence.
👀 Reviews
Readers note this memoir captures both the obsessive nature of 1970s D&D culture and the social awkwardness of teenage gamers. Many appreciate Barrowcliffe's self-deprecating humor and detailed recreation of the era's gaming scene.
Liked:
- Authentic portrayal of teenage gaming obsession
- Nostalgic details about 1970s British youth culture
- Honest examination of social isolation
- Humor about teenage embarrassments
Disliked:
- Overly negative tone toward gaming and gamers
- Author comes across as bitter about his past
- Too much focus on self-loathing
- "Throws fellow gamers under the bus" according to multiple reviewers
Ratings:
Goodreads: 3.3/5 (876 ratings)
Amazon: 3.7/5 (58 ratings)
LibraryThing: 3.5/5 (43 ratings)
One frequent comment from readers: The book functions better as a memoir about teenage awkwardness than as a history of D&D culture. Several reviewers mention feeling "betrayed" by the author's harsh judgment of gaming culture.
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Of Dice and Men by David M. Ewalt The book traces the history of Dungeons & Dragons while weaving in personal experiences of playing the game and investigating its cultural significance.
The Impossible Fortress by Jason Rekulak A coming-of-age novel follows a group of teenage friends in 1987 who bond through programming games and Dungeons & Dragons sessions.
Slaying the Dragon by Ben Riggs A historical account chronicles the rise and fall of TSR, the company that created Dungeons & Dragons, through interviews with employees and industry figures.
Extra Life by Michael W. Clune A memoir explores the author's childhood immersion in video games and role-playing games as an escape from reality.
Of Dice and Men by David M. Ewalt The book traces the history of Dungeons & Dragons while weaving in personal experiences of playing the game and investigating its cultural significance.
The Impossible Fortress by Jason Rekulak A coming-of-age novel follows a group of teenage friends in 1987 who bond through programming games and Dungeons & Dragons sessions.
Slaying the Dragon by Ben Riggs A historical account chronicles the rise and fall of TSR, the company that created Dungeons & Dragons, through interviews with employees and industry figures.
Extra Life by Michael W. Clune A memoir explores the author's childhood immersion in video games and role-playing games as an escape from reality.
🤔 Interesting facts
🎲 Author Mark Barrowcliffe played Dungeons & Dragons so obsessively during his teenage years that he estimates he spent over 20,000 hours on the game between ages 11 and 16
🐉 The book's title is a play on "The Selfish Gene" by Richard Dawkins, reflecting how D&D became encoded into the author's personality during his formative years
📚 Despite his intense dedication to fantasy role-playing games, Barrowcliffe later became known for writing contemporary comedy novels under the pen name M.D. Lachlan
🎮 The memoir takes place in 1970s Coventry, England, during D&D's early years when the game was still largely unknown and often misunderstood by parents and teachers
🌟 After publishing this memoir, Barrowcliffe received numerous letters from readers who shared similar experiences of using fantasy gaming as an escape during their adolescence