Occasionally people discuss the merits and importance of the
Dungeon Masters Guide’s infamous “Appendix N” and its
corollary in the Moldvay edition of Basic Dungeons & Dragons,
the “Inspirational Source Material” list (henceforth referred to
as the “ISM”). Are they “required reading” for Dungeons &
Dragons? Do some titles and authors deserve to be on the list?
People’s taste in fiction varies widely, even within a specific
genre; not everyone enjoys the literary aspects that inspired
roleplaying games. Like many elements of D&D and the Old
School Renaissance (along with adventure gaming and other geeky
pursuits in general) it generates a good number of heated arguments
fueled by strong feelings and the usual irrational contrariness that
seems to typify most online debates and, disturbingly, more
real-world discussions. Various people online have attempted and
encouraged others to read every book listed in these resources;
occasional debates flog their relevance and the merits of individual
titles and authors. I find the occasional focus on these resources
surprising given the size of both Appendix N and the ISM relative to
their sourcebooks: one of the many appendices in the Dungeon
Masters Guide, Appendix N takes up about a quarter of a page
(still not even half a page if you include Gygax’s comments on
works that inspired D&D) in a 240-page rulebook; the ISM
offers a somewhat more substantial list that covers an entire page in
the Basic D&D rulebook, just one out of 64 pages...a
somewhat more significant contribution than Appendix N, but still
relatively small. I find both resources more useful as inspiration
than instruction, a suggested reading list for those who also dabble
in fantasy literature who might appreciate these titles both for
ideas to integrate into a fantasy roleplaying game and the pure
literary enjoyment they provide.
At its most basic level, Appendix N offers gamers some insight
into the literary works that inspired the original creators of D&D.
This remains relevant even more than 40 years after the advent of the
first roleplaying game as the past informs the present and the future
A few of these resources demonstrate an affect on game systems
(Vance’s influence on how magic works in D&D is quite
clear); however, most provide insight not into the origins of armor
class, hit points, and treasure tables, but into the themes and
elements that contributed to the medieval fantasy game world itself.
While none of these books provides an exact road map on how to run
D&D the “right way,” they offer some idea on the kinds
of scenarios one might undertake, elements to integrate into
campaigns, and a sense of the spirit of adventure D&D
seeks to evoke.
I’ve enjoyed examining the materials that inspired D&D’s
original designers. While Appendix N and Moldvay’s ISM offer some
literary inspiration, more recent sources like Jon Peterson’s Playing at the World provide analysis about exactly how some
of these literary works influenced game concepts, particularly the
“visitation theme” – a person from contemporary times
transported to a fantasy realm, like The Wizard of Oz, A
Connecticut Yankee in King Arthur’s Court, John Carter of Mars,
and certainly the seminal Three Hears and Three Lions –
mirroring the gamer’s temporary “visit” to a fantasy world
within the game (with the last title, of course, also contributing
the vivid version of the regenerating D&D troll).
Peterson’s book also examines other influences on D&D’s
creators, particularly numerous wargame elements that evolved into
game system components.
I did much of my reading of fantasy and science fiction in my high
school years after I’d immersed myself in D&D and other
roleplaying games; I’ve continued exploring genre literature on my
own with guidance from various sources. I remember reading both
Appendix N and Moldvay’s ISM when I first got those rulebooks, but
I didn’t really pay much attention to them. My exploration of
fantasy literature was informed more by my browsing the well-stocked
shelves at my local independent bookstore, taking recommendations
from Dragon Magazine’s book reviews, and following my own
esoteric interests. I’d expect my own reading list and those from
Appendix N and the ISM to overlap in places; I see that as a
fortuitous coincidence rather than any evidence I’ve been playing
D&D the “right”
or “wrong” way.
Looking down the Appendix N and ISM lists I spot a number of works
I’ve read, some in my distant past, before discovering D&D,
and others I’ve read more recently in my efforts to expand my
knowledge, particularly about the core works that inspired D&D’s
creators. Here are some of the titles I found:
Burroughs, Edgar Rice – A Princess of Mars, At
the Earths’ Core, et al: I got a used copy of Savage
Pellucidar from a neighborhood tag sale as a kid and absolutely
loved it. It might be the first genre novel I read, and it certainly
drew me into its amazing fictional world. I’ve returned to
Pellucidar and explored John Carter’s Mars over the years.
Le Guin, Ursala K. – A Wizard of Earthsea:
I don’t recall exactly when I read this, but it was sometime during
my later years of high school (and quite possibly inspired by the
English teacher who offered the Science Fiction/Fantasy Literature
course I enjoyed my senior year). It didn’t resonate with me as it
did with some folks, but I hold it as an example that readers should
try new authors and genres (much as we encourage kids to try new
foods because “you might like it”).
Anderson, Poul – Three Hearts
and Three Lions: I only recently read this, less inspired by
any recommended reading list recommendation than its role in Playing
at the World, where it serves as a good example of the
“visitation theme” and other story elements that made its way
into D&D (particularly the troll, but also a basic
alignment system and what some might consider the paladin class).
Asprin, Robert Lynn – Another
Fine Myth, et al.:
Although I read and thoroughly enjoyed the Myth Adventures
series during my high school years, mostly for its humorous approach
to fantasy literature, I found more game inspiration from the
Thieves’ World shared-world anthologies Aprrin edited
(particularly the first two volumes). Oddly enough I bought
Chaosium’s Thieves’ World boxed set first, then dove into
its literary origins, both to fuel my interest in running city-based
D&D games.
Brackett, Leigh – The Ginger Star, et
al.: Brackett was always at the back of my mind, but her
involvement in the Star Wars: The Empire Strikes Back
screenplay (writing a script whose surviving elements remain shrouded
in mystery) recently inspired me to hunt down some of her novels at
the regional used book store. While most of what I read were various
science fiction pieces, I tracked down her three Skaith novels (The
Ginger Star, The Hounds of Skaith, The Reavers of Skaith), which
paint a vivid picture of a once high-tech world fallen into medieval
squalor amid drastic climate change. Both Appendix N and Moldvay’s
ISM mention Bracket as inspiration; reading her Skaith novels
broadened my view of science-fiction influenced medieval fantasy and
proved satisfying reads.
Howard, Robert E. – Red Nails, People of the Black
Circle, Hour of the Dragon, et al.: Like much of my
interest in fantasy literature, my curiosity about Howard’s Conan
writings came initially from the 1982 John Milius Conan the
Barbarian and later Marvel’s comic book series, both of which I
discovered in my later college years. I read the stories much later
in life; they offer many ideas to integrate into game campaigns in
addition to sheer sword-and-sorcery entertainment.
Lovecraft, H.P. – At the Mountains of Madness,
et al.: Once again my interest in a fantasy author evolved from a
different source first. After playing Chaosium’s Call of Cthulhu
game with the knowledge that it was only a horror roleplaying game, I
quickly immersed myself in the genre literature. I was helped at that
time (my high school days) by a Del Rey collection of Lovecrafts
“best” tales, which satisfied my curiosity and exposed me to a
full range of Lovecraftian madness. I still integrate Mythos elements
in my game-writing today to evoke a creepy and disturbing atmosphere.
Moorcock, Michael – Elric of Melnibone,
et al.: I discovered Moorcock’s Elric books and others
featuring the Eternal Champion at the local book store that nurtured my interest in fantasy and science fiction literature throughout high
school. While the setting seemed grounded in medieval culture, I was
fascinated with the astounding elements he integrated into the
stories (some of which I might consider of the “gonzo” genre of
OSR play today) and some of the serious themes his characters must
confront.
Pratt, Fletcher – The Well of the Unicorn:
I’m actually reading this right now. Like Three Hearts and Three
Lions I picked this one up after reading Playing at the World,
less for anything connected with roleplaying games and more to do
with Pratt’s involvement with Fletcher Pratt’s Naval Wargame
and its influence on D&D’s evolution (armor class, hit
points).
Tolkien, J.R.R. – The Hobbit, The Lord of the
Rings, The Silmarillion, et al.: The Hobbit
remains one of my all-time favorite books, having read it as a kid
and having read it aloud numerous times at bedtime to my own son.
Unlike Tolkien’s heavier works, The Hobbit possesses a
fairytale quality, far more accessible language, and many tropes that
resonate both in legends and the D&D setting.
I prefer Moldvay’s ISM over Appendix N because it’s far more
comprehensive, recommending authors and titles, and because it
includes non-fiction reference material. Two of his suggestions
influenced me early on:
Macauley, David – Castles, Cathedrals: I
received paperback versions of these as a gift from my distant German
cousins on a visit in the early 1980s. They were in German, but I
knew enough back then to read most of them...but what really inspired
me were the wonderful illustrations. They helped me visualize
practical people and architecture from medieval times to transpose
into my fantasy roleplaying endeavors.
Funk and Wagnalls Standard Dictionary of Folklore,
Mythology, and Legend: My parents kept a shelf of reference
books accessible in the living room bookshelf (includinga
three-volume dictionary and both geographic and biographic
dictionaries). Next to these sat the two-volume set of Funk and
Wagnalls. Before I discovered D&D I nurtured my imagination
browsing and cross-referencing entries that interested me, first
about Greek myths, then about Nordic and Germanic legends, digesting
all the other tidbits I found in between. It’s proven an invaluable
reference and occasional inspiration.
Gygax
and Moldvay were quite clear as to their intentions listing titles
and authors that inspired them. “Sometimes a little research is
useful to improve a dungeon, flesh out a scenario, and provide
inspiration for a campaign,” Moldvay wrote in the Basic
Dungeons & Dragons rulebook’s “Inspirational Source
Material” section (page B62). Gygax mentions some nurturing
elements that go beyond a mere reading list: his father’s made-up
tales told to young Gary; comic books; fantasy and science fiction
films (including the wonderful stop-motion works by Ray Harryhausen);
and cultivating a lifelong habit of avid reading. “From such
sources, as well as just about any other imaginative writing or
screenplay you will be able to pluck kernels from which grow the
fruits of exciting campaigns. Good reading!” Gygax concluded
Appendix N with this note: “All the above authors, as well as many
not listed, certainly helped to shape the form of the game. For this
reason, and for the hours of reading enjoyment, I heartily recommend
the works of these fine authors to you.”
I’d encourage D&D or OSR gamers of the more literary
persuasion to use these lists as a starting point, but would
emphasize them to explore fantasy literature on their own –
particularly material published since the early 1980s when these
lists were published – to find those “many not listed” titles
that best appeal to their sense of fantastic wonder that fuels their
roleplaying game experiences.
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