IHaveHugeNick
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Some fantasy writers go out of their way to try and purge anything remotely tolkenian out of their worlds, but that still means Tolkien has impact on the content.
"These rules are strictly fantasy. Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find DUNGEONS and DRAGONS to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers. With this last bit of advice we invite you to read on and enjoy a "world" where the fantastic is fact and magic really works!"By that point, they had already been sued by Tolkien's estate. The best effort to defend Gygax from his copying of Tolkien is probably this: http://grognardia.blogspot.com/2010/01/gygax-on-tolkien-again.html It notes a pre-lawsuit article where Gygax was already disclaiming his copying. But, please. The bestiary is lifted directly from Tolkien, the whole concept of an adventuring party is very Tolkien, the notion of "dungeons" to explore is Tolkien (and clearly modeled on Moria). And near his death, Gygax admitted that Tolkien "had a strong impact" on D&D (http://archives.theonering.net/features/interviews/gary_gygax.html).
He did, it's right there.If you're writing something fantasy-related and you don't list Tolkein as an influence,
About that:By that point, they had already been sued by Tolkien's estate. The best effort to defend Gygax from his copying of Tolkien is probably this: http://grognardia.blogspot.com/2010/01/gygax-on-tolkien-again.html It notes a pre-lawsuit article where Gygax was already disclaiming his copying. But, please.
Gary Gygax said:As to the removal of hobbit, ent, and balrog, that I can speak to. One morning a marshall delivered a summons to me as an officer of TSR. It was from the Saul Zaents division of ELan Merchandising, the sum named was $500,000, and the filing claimed proprietarial rights to the above names as well as to dwarf, elf, goblin, orc, and some others too. It also demanded a cease and desist on the publication of the Battle of Five Armies game.
Of course the litigant was over-reaching, so in the end TSR did drop only the game (the author had assured us he was grandfathered in, but he and his attorney too were wrong) and the use of the names hobbit, balrog, and ent–even though hobbit was not created by JRRT, and ent was the Anglo-Saxon name for giant.
Gary Gygax said:I guess it’s no secret that I am not a rabid fan of the “Rings Trilogy,” so that should explain a good bit of why elves in D&D are more my conception of them than they are copies after what the Good Professor Tolkien saw them as ;-) My take was more of the British mythology based, with French “feys” the influence for the high elves.
A few creatures are.The bestiary is lifted directly from Tolkien,
The racially diverse party, sure, but not the party. A. Merritt (which Gygax did say was one of the main influences) had them before Tolkien, for instance.the whole concept of an adventuring party is very Tolkien,
Conan had dungeons before that. Moria was definitely an influence, but the archetypal Gygaxian dungeon is more Sign of the Labrys.the notion of "dungeons" to explore is Tolkien (and clearly modeled on Moria).
Yes, and he mentioned Appendix N there as well:And near his death, Gygax admitted that Tolkien "had a strong impact" on D&D (http://archives.theonering.net/features/interviews/gary_gygax.html).
Indeed, who can doubt the excellence of Tolkien’s writing? So of course it had a strong impact on A/D&D games. A look at my recommended fantasy books reading list in the back of the original DUNGEON MASTERS GUILD will show a long list of other influential fantasy authors, though.
The Tolkien elements didn't make D&D what it was. Having elements to let players try and replicate a more Tolkien-esque adventures helped the game's success, but that's not what made D&D popular. The most popular adventures didn't even resemble Tolkien, for example.That's not to say that the other sources didn't also have an influence, and it may be that the use of Tolkien elements was basically an enticement to players (which is what Gygax suggests in his various statements) rather than Gygax's own desire to copy Tolkien, but there's basically no chance that AD&D would be part of mass culture if it had stuck to non-Tolkien stuff like gnolls and beholders.
By that point, they had already been sued by Tolkien's estate. The best effort to defend Gygax from his copying of Tolkien is probably this: http://grognardia.blogspot.com/2010/01/gygax-on-tolkien-again.html It notes a pre-lawsuit article where Gygax was already disclaiming his copying. But, please. The bestiary is lifted directly from Tolkien, the whole concept of an adventuring party is very Tolkien, the notion of "dungeons" to explore is Tolkien (and clearly modeled on Moria). And near his death, Gygax admitted that Tolkien "had a strong impact" on D&D (http://archives.theonering.net/features/interviews/gary_gygax.html).
Then give ear and learn wisdom, fellow," said he, pointing his drinking-jack at the discomfited youth. "Know that in Zamora, and more especially in this city, there are more bold thieves than anywhere else in the world, even Koth. If mortal man could have stolen the gem, be sure it would have been filched long ago. You speak of climbing the walls, but once having climbed, you would quickly wish yourself back again. There are no guards in the gardens at night for a very good reason—that is, no human guards. But in the watch-chamber, in the lower part of the tower, are armed men, and even if you passed those who roam the gardens by night, you must still pass through the soldiers, for the gem is kept somewhere in the tower above."
There is no point trying to "defend" D&D as not being Tolkienesque. Not only does it fly at the face of reality, it is not like Tolkien's writing and worldbuilding isn't superior at every facet so D&D wouldn't be "degraded" by taking influence from Tolkien. D&D succeeded because it made tabletop wargames into a Tolkienesque adventure with digestible mechanics. People like adventures in fantasy worlds so it is a winning formula. Trying to deny Tolkien influence on all modern medieval western fantasy is like basically saying "I am not like the other girls". Aside from the legal concerns, it is ok to admit it.
That is just literally basic folk myth in every culture ever, it is not at all unique to sword and sorcery. In fact it is more that sword and sorcery is more basic, emulating old folk myths in knight-errant stories and 1001 nights or whatever.
The world as its constructed in D&D with its statis and all the elements of it is Tolkienesque. In fact it is so Tolkienesque that all these medieval western fantasy inadvertently also adopts Tolkien's real life world view which seeped into his work. That being a Catholic Luddite in a society that was transforming into a post-industrial mode, that viewed the world as losing its magic.
the notion of "dungeons" to explore is Tolkien (and clearly modeled on Moria).
Joseph Campbell said:The idea that the passage of the magical threshold is a transit into a sphere of rebirth is symbolized in the worldwide womb image of the belly of the whale. The hero, instead of conquering or conciliating the power of the threshold, is swallowed into the unknown and would appear to have died. This popular motif gives emphasis to the lesson that the passage of the threshold is a form of self-annihilation. Instead of passing outward, beyond the confines of the visible world, the hero goes inward, to be born again. The disappearance corresponds to the passing of a worshipper into a temple—where he is to be quickened by the recollection of who and what he is, namely dust and ashes unless immortal. The temple interior, the belly of the whale, and the heavenly land beyond, above, and below the confines of the world, are one and the same. That is why the approaches and entrances to temples are flanked and defended by colossal gargoyles: dragons, lions, devil-slayers with drawn swords, resentful dwarfs, winged bulls. The devotee at the moment of entry into a temple undergoes a metamorphosis. Once inside he may be said to have died to time and returned to the World Womb, the World Navel, the Earthly Paradise. Allegorically, then, the passage into a temple and the hero-dive through the jaws of the whale are identical adventures, both denoting in picture language, the life-centering, life-renewing act.
I mean, I'm sure you can find for me some non-Tolkienian folkloric sources for having the split wood elf/high elf, the gray-green "nearly invisible" cloaks, etc., but those certainly seem straight out of Tolkien to me. I'm also not sure that elf archery is non-Tolkienian, though of course many of these features -- like elves being both good at magic and good at fighting -- are found in folklore.Elves: Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose, from adventure to adventure, but not during the course of a single game. Thus, they gain the benefits of both classes and may use both weaponry and spells. They may use magic armor and still act as Magic-Users. However, they may not progress beyond 4th level Fighting-Man (Hero) nor 8th level Magic-User (Warlock). Elves are more able to note secret and hidden doors. They also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures. Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and the other usual tongues. [Vol-1, p. 8]
ELVES: Elves are of two general sorts, those who make their homes in woodlands and those who seek the remote meadowlands. For every 50 Elves encountered there will be one of above-normal capabilities. Roll a four-sided die for level of fighting and a six-sided die for level of magical ability, treating any 1's rolled as 2's and 6's (magical level),as 5's. For every 100 encountered there will be a Hero/Warlock. One-half of the Elves in any given party will be bow armed, the other half will bear spears, and all will have swords in addition. Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add one pip to dice rolled to determine damage, i.e. when a hit is scored the possible number of damage points will be 2-7 per die. Elves on foot may split-move and fire. Mounted Elves may not split-move and fire, for they are not naturally adapted to horseback. [Vol-2, p. 16]
I think there are some people whose response would be that this is an argument to return to the much slimmer text of RPGs before the mid-90s and to focus on other means of story-telling than dialogue. That is a whole other debate, and one that's a little hard for me to wrap my head around because it is at least a little bit like saying, "If you find fantasy novels too long-winded, you should just watch fantasy movies." There obviously is a huge swath of players who like dialogue-tree-based RPGs, and so I think trying to abandon the form altogether is probably not a great idea.
I thought a quarrel between Politican and everyone else is just a small, insignificant thing
What my date of registration have to do with anything in this case? Next time voice any of your concerns about my comment in form of elaborate comment, instead just copy"e my registration date.Joined: Nov 4, 2017
Regarding dungeons, my point is not that no fantasy ever had people going underground before (though, I will note, the mythological journey into the underworld is totally different from dungeon adventuring).
Messages: 546What my date of registration have to do with anything in this case? Next time voice any of your concerns about my comment in form of elaborate comment, instead just copy"e my registration date.Joined: Nov 4, 2017
Dragonlance was created by TSR in 1984 as an epic, Tolkienesque series of 12 linked adventure modules, to capitalize on the increasing popularity of The Lord of the Rings trilogy and Tolkien-knockoffs in fantasy literature. TSR even decided to publish its first-ever novels as an accompaniment, a gamble that paid off beyond their wildest dreams, resulting in the publication of many scores of AD&D novels over the next dozen years. Of course, this occurred while Gary Gygax was off in California, and has nothing to do with the creation of Dungeon & Dragons a decade earlier. Gygax's own Greyhawk campaign setting was not Tolkienesque and neither was Dave Arneson's Blackmoor campaign setting.I'm no expert on AD&D, let alone early D&D, nor am I especially knowledgeable about pulp fantasy from the 1930s. And my view is, of course, distorted by hindsight. I assume we would all agree that since the late 1980s, AD&D existed primarily as a Tolkien pastiche, with the core races of dwarves (note spelling), elves (wood and high elves, no less!), and humans, the core adversaries of goblinoids, the sense of these races as each having its own robust culture, the central framework of a multi-class, multi-racial adventure party on a campaign, the ranger class, etc. all designed to emulate the feel of Tolkien. Dragonlance is a particularly strong example of this, and my understanding (and certainly my experience) is that the Dragonlance novels and settings were something of an inflection point for D&D.
Right, which is why I said I'm assessing D&D through the lens of hindsight. Whatever the influence Tolkien had at the inception (more on this in a moment), my point is that the role D&D has today is basically dependent upon its wholesale incorporation of Tolkien.Dragonlance was created by TSR in 1984 as an epic, Tolkienesque series of 12 linked adventure modules, to capitalize on the increasing popularity of The Lord of the Rings trilogy and Tolkien-knockoffs in fantasy literature. TSR even decided to publish its first-ever novels as an accompaniment, a gamble that paid off beyond their wildest dreams, resulting in the publication of many scores of AD&D novels over the next dozen years. Of course, this occurred while Gary Gygax was off in California, and has nothing to do with the creation of Dungeon & Dragons a decade earlier.
No, the goblinoids in D&D are lifted from Tolkien, as are the undead, see here: http://deltasdnd.blogspot.com/2012/03/wraiths-through-ages.html and http://deltasdnd.blogspot.com/2012/03/back-from-dead.html.As for the D&D bestiary and its origins:
Reality: Men
Classical Mythology: Medusae, Gorgons, Manticoras, Hydrae, Chimeras, Minotaurs, Centaurs, Dryads, Pegasi, Elementals
Medieval Legends/Folklore: Goblins, Kobolds, Hobgoblins, Ogres, Giants, Skeletons, Ghouls, Wights, Wraiths, Spectres, Cockatrices, Basilisks, Wyverns, Dragons, Gargoyles, Lycanthropes, Unicorns, Nixies, Pixies, Gnomes, Dwarves, Elves, Hippogriffs, Rocs, Griffons, Djinn, Efreet
Tolkien: Orcs,HobbitsHalflings, Treants
Dragonlance was created by TSR in 1984 as an epic, Tolkienesque series of 12 linked adventure modules, to capitalize on the increasing popularity of The Lord of the Rings trilogy and Tolkien-knockoffs in fantasy literature. TSR even decided to publish its first-ever novels as an accompaniment, a gamble that paid off beyond their wildest dreams, resulting in the publication of many scores of AD&D novels over the next dozen years. Of course, this occurred while Gary Gygax was off in California, and has nothing to do with the creation of Dungeon & Dragons a decade earlier. Gygax's own Greyhawk campaign setting was not Tolkienesque and neither was Dave Arneson's Blackmoor campaign setting.
As for the D&D bestiary and its origins:
Reality: Men
Classical Mythology: Medusae, Gorgons, Manticoras, Hydrae, Chimeras, Minotaurs, Centaurs, Dryads, Pegasi, Elementals
Medieval Legends/Folklore: Goblins, Kobolds, Hobgoblins, Ogres, Giants, Skeletons, Ghouls, Wights, Wraiths, Spectres, Cockatrices, Basilisks, Wyverns, Dragons, Gargoyles, Lycanthropes, Unicorns, Nixies, Pixies, Gnomes, Dwarves, Elves, Hippogriffs, Rocs, Griffons, Djinn, Efreet
Tolkien: Orcs,HobbitsHalflings, Treants
Other Fantasy/Horror Literature and Film: Trolls, Zombies, Mummies, Vampires
Original: Gnolls, Purple Worms, Invisible Stalker, Ochre Jelly, Black Pudding, Green Slime, Gray Ooze, Yellow Mold
As previously mentioned, due to players wanting to imitate characters from The Lord of the Rings, Tolkienesque elves, Tolkienesque dwarves, andhobbitshalflings were added as player-character races, but the influence of Tolkien was limited. Sword-and-Sorcery in general was far more important to the creation of D&D than Tolkien's influence, and even Robert E. Howard and Fritz Leiber individually are arguably more important than Tolkien --- Gary Gygax certainly thought so when he wrote D&D's forward in November 1973 before the Tolkien estate threatened him with a lawsuit.