Appendix N: Inspirational Reading
In the 1979 publication of the AD&D DMG, the last
entry before the glossary is Appendix N, in which
Gary Gygax lists the fantasy and sci-fi novels that
inspired his work on the game. This oft-ignored bibliography
has received renewed attention in recent years. It is in
fact one of the foundations on which fantasy role playing
was built. Reading the books referenced by Gygax, one understands
three important facts.
First, that D&D was not spawned from the imagination
wholly formed, but was in fact an incremental iteration of
literary mechanism, one more step in a march begun by
Burroughs, Lovecraft, Vance, and Howard many decades
prior—a very important step, true, but nonetheless an evolution.
Second, that many (many!) of the conventions of D&D are
not in fact unique but share a clear and cogent ancestry with
the books named in Appendix N, and the resulting game of
D&D can be easily seen not as a brilliant creation but as a
brilliant integration of the best fantasy conventions from a
wide variety of sources. Read the books in Appendix N to
feel the mental “click” as you understand why some part of
D&D is the way it is: spells, classes, races, combat mechanics,
and so on.
Third and finally, that the type of fantastical adventure
espoused by D&D—the “spirit of the game” which many
modern, nostalgic gamers strive to invoke—is not achieved
via specific game rules, but rather by any rules and any style
of play that allows one to simulate the adventures of classic
fantasy heroes. If your game can accurately accommodate
the adventures of doomed Elric, grim Conan, clever Cugel,
spontaneous Harold Shea, merry Fafhrd and the Gray
Mouser, daring Hawkmoon—if your game can do that, regardless
of rules, you have achieved what Gygax and Arneson
set out to do.
This author highly recommends returning to these primary
sources for inspiration. When writing the Dungeon Crawl
Classics Role Playing Game, I did not set out to create a retroclone
(in the OSR sense) nor did I intend to create a d20
clone (in the OGL sense). My goal was to create a game that
resembled, and enabled, the adventures I read in Appendix
N. As a precursor and subsequent companion to the writing
of this manuscript, I set out to read the entirety of Appendix
N. This is several years’ work, and because many
Appendix N authors wrote dozens of books, a project that
never truly ends, but I did succeed in reading a prodigious
supply of classic fantasy literature while authoring this
work. I believe the resulting RPG successfully captures the
spirit of the original game, using a wholly different rules
set. You may question why rules for intelligent swords and
planar travel are included in a low-level rules set, but referencing
the primary sources reveals the answer.
Below you will find Gygax’s original bibliography intact.
While concepting and writing this manuscript, I read most
of the list: all the books named by title, most if not all of the
books from the various specified series (e.g., Burroughs’
Mars series), and the generally acknowledged “best” works
of authors who are listed with no corresponding title or
series (for example, the Silver John series by Manly Wade
Wellman).
You will find that the DCC RPG rules easily accommodate
any adventure from Appendix N. Having completed a self directed
literary survey of the authors on this list, I highly
recommend reading the work of Howard, Lovecraft, Vance,
Burroughs, Merritt, and Moorcock. They are extraordinarily
inspirational for the adventure author and give direct
insight to the origins of fantasy role playing. However, do
not limit yourself; start with them, then continue through
all of Appendix N. Doing so will strengthen your understanding
of the game. Vance is critical to understanding
the D&D magic system (you’ll read descriptions of classic
D&D spells in a work written 20 years before D&D was
published!), as are De Camp & Pratt, whose adventures of
Harold Shea describe many D&D magic conventions. The
original D&D thief class is an amalgam of characters presented
by Fritz Leiber, Robert E. Howard, and Jack Vance;
the original D&D paladin class comes from Poul Anderson;
the D&D alignment system is derived from Poul Anderson
and Michael Moorcock; the rules for magic swords
and much of the inspiration for planar travel comes from
Michael Moorcock, with additional planar travel concepts
clearly visible in Roger Zelazny and P.J. Farmer, and at a
conceptual level in Edgar Rice Burroughs as well; many
monsters and elements of spellcasting are visible in Lovecraft;
the concepts of drow and underdark adventures derive
from Merritt and St. Clair; and so on.
The most powerful trait of Appendix N, insofar as influencing
fantasy adventuring, is what I call “pre-genre storytelling.”
In the current era, all gamers, and many laymen, have
preconceptions of fantasy archetypes: one knows what
an elf is like, and what a dwarf is like, and what powers
a dragon or vampire should have. Most of the authors in
Appendix N, however, were writing before “fantasy” was
an acknowledged literary category. The conception of an
“elf” as expressed in Tolkien is now “common knowledge,”
but the elves described by Lord Dunsany and Poul Anderson
were completely different creatures. The same is true of
dozens of other fantasy conceits. When you read Appendix
N, fantasy once again becomes fantasy; the concepts escape
modern classifications.
In a sense, the Dungeon Crawl Classics Role Playing Game is
not an attempt to model an experience related to D&D but
rather an attempt to model the experience that predated
D&D. This game is pre-D&D swords and sorcery. You are holding the rules that let you experience the same sense of
adventure that Gygax and Arneson experienced while they
were first developing the game. Where they had to dedicate
their energies to creating rules never before devised by
man, I have the luxury of drawing on 30 years of game design.
And thus I dedicate my energies not to creating rules,
but to conveying tone. Hear, then, the tone of Appendix N!
My journey down the road of pre-genre fiction brought me
to two other fantasy authors I highly recommended. Clark
Ashton Smith was a contemporary of Robert E. Howard
and Lovecraft, and an amazing author of horror-shadowed
fantasy. His work is inspirational for anyone playing a
wizard character, and there are some D&D historians who
believe his omission from Appendix N was an accidental
oversight on Gygax’s part. William Hope Hodgson was
one of Lovecraft’s inspirations. His work deals primarily
with seafaring stories and is sometimes considered supernatural
horror rather than fantasy, but it is filled with the
kind of adventures that make great D&D games.
Additionally, there are certain films which simply must be
viewed to properly understand the history of D&D. The
first is The Raven—the original 1963 version starring Vincent
Price, Peter Lorre, and Boris Karloff. Watch this film
to understand the origins of many D&D spells; the spell
duel sequence near the end is clearly an input to the D&D
spell system (and certain players in the original Lake Geneva
campaigns recall Gygax’s fondness for this movie).
Another indispensible film for the D&D historian is Horror
of Dracula, starring Peter Cushing. Part of the Hammer
Horror series from the 1950’s and 1960’s, this film is clearly
an inspiration for the cleric’s iconic ability to turn un-dead
(and the series is known to be a favorite of Arneson’s).
One final note; I am a sesquipedalian, and I suspect I am
not alone among fans of Gygax’s syntax and word choice.
Inculcation of Appendix N and ratiocination in regard to
vocabulary is concomitant to mellifluous and salubrious
logophilia and a prerequisite to possession of a fantasy
pandect.
And now, to quote Appendix N:
Inspirational Reading
- Anderson, Poul: Three Hearts and Three Lions; The High Crusade; The Broken Sword
- Bellairs, John: The Face in the Frost Brackett,
- Leigh Brown,
- Fredric Burroughs
- Edward Rice: “Pellucidar” series; “Mars” series; “Venus” series
- Carter, Lin: “World’s End” series
- de Camp, L. Sprague: Lest Darkness Fall; Fallible Fiend; et al
- de Camp & Pratt: “Harold Shea” series;
- Carnelian Cube
- Derleth, August
- Dunsany, Lord
- Farmer, P. J.: “The World of the Tiers” series; et al
- Fox, Gardner: “Kothar” series; “Kyric” series; et al
- Howard, Robert E.: “Conan” series
- Lanier, Sterling: Hiero’s Journey
- Leiber, Fritz. “Fafhrd & Gray Mouser” series; et al
- Lovecraft, H. P.
- Merritt, A.: Creep, Shadow, Creep; Moon Pool; Dwellers in the
- Mirage; et al
- Moorcock, Michael: Stormbringer; Stealer of Souls; “Hawkmoon” series (esp. the first three books)
- Norton, Andre
- Offutt, Andrew J., editor Swords Against Darkness III
- Pratt, Fletcher: Blue Star; et al
- Saberhagen, Fred: Changeling Earth; et al
- St. Clair, Margaret: The Shadow People; Sign of the Labrys
- Tolkien, J. R. R.: The Hobbit; “Ring Trilogy”
- Vance, Jack: The Eyes of the Overworld; The Dying Earth; et al
- Weinbaum, Stanley
- Wellman, Manly Wade
- Williamson, Jack
- Zelazny, Roger: Jack of Shadows; “Amber” series; et al
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