D&D as Genre
Emulation
I want to start a series of posts talking about first
edition Dungeons and Dragons as the “ur-game”, or the game to be used in
multiple genre’s or settings. Think of GURPS, one role playing system that
encompasses multiple game settings or themes. People think of D&D as
exclusively a fantasy game, but it is so much more than that.
D&D has an image as being somewhat “medieval”
English/Germanic, knights and wizards and all that. The game emerged from
medieval wargaming roots in a game called Chainmail, so the connection is
pretty intuitive. The genre, essentially medieval warfare with magic grafted on
top, is often referred to
as “high-fantasy”,
think Tolkien. Harry Potter has purloined some of that mystique and
wrapped it up in postwar English class consciousness, but the dressing is still
there (suits of armor and such at Hogwarts, dragons, elves, etc.) for a
medieval setting. There is a line for some people from Tolkien to D&D, call
it the “high fantasy” line, and it makes them expect D&D to be a particular
flavor.
Tolkien and high fantasy have obvious impacts on D&D,
the presence of orcs, elves and dragons for example (dragons transcend Tolkien,
but there were clearly part of his genre), as well as powerful, high level
magic and mythological beasts (medusa, harpies, hydras, cyclops, etc.)
Mythological magic and monsters are part of the high fantasy literature, and
they are definitely influences on D+D.
However, D&D was meant to be much wider than that.
The literary influences that shaped the game were not just “high fantasy”, but
veered into at least four other related genres, sword and sorcery, sword and
planet, horror and western. None dominate the game, but all are there, and they
make D&D more than just a medieval combat game with magic grafted on top.
There are two impacts of this decision to use the game to
emulate multiple genre’s, one: the play
of the game is shaped by these influences, and two, D&D can be thought of
as a base or “ur-game” for use with
multiple genres, not “just” a fantasy game.
Game Play
Influences
1. Sword and
Sorcery
The sword and sorcery literature is grittier, more dark
and violent, think Conan versus Bilbo, Elric versus Prince Caspian. Often the
magic is rare (as in Conan) or more violent and horrific (both Conan and Elric).
Morality is less clear cut, though to be honest even gritty heroes like Conan
and Elric did end up doing the “right thing” where possible, their motivations
were not always noble. Then there is Fritz Leiber, who added some humor to the
mix, I’ve laughed out loud reading Leiber.
Sword and sorcery heroes were often anti-heroes, Elric is
a famous example, An albino, he is weak unless he consumes a bevy of medicinal
drugs to keep him strong, and his sword drinks souls to give him strength.
Elric is tortured by this in the books, and is a tragic character as all who love
him meet grisly ends.
So sword and sorcery characters are in a deadly environment, and they are
somewhat more morally variable than
high fantasy heroes.
D&D emulates these two features in game. First,
deadliness, early edition D+D is notoriously deadly – there are a host of
things that can kill you outright at any level (poison, falling, assassination,
petrification, to say nothing of regular damage at low levels). Second, moral
variability is captured in the alignment system, lifted almost directly from
Moorcock’s work. Most high fantasy characters are essentially lawful good or
close to it, D&D offers a range of alignment options for “anti-heroes” and
anything in between.
2. Sword and
Planet
The next flavor of literature that influenced D&D
profoundly was the “sword and planet” genre, Edgar Rice Burroughs is the
standard bearer for this kind of fantasy. It was science-fiction, but with
swords as well as ray guns, floating boats as well as floating cities. Heroes
were bold and not afraid of physical violence. John Carter is a great case, he
retained most of the nobility of a high fantasy hero, but without the
overarching “good versus evil” arc (John Carter’s main motivation was rescuing
his love, not saving the planet or destroying some evil artefact) and with a
tendency for wild heroic antics. John Carter was not afraid to fight with his
fists if he had to, against any sort of monster.
The sword and planet literature is similar to the sword
and sorcery literature, in that it is deadly and somewhat amoral. But in
addition the sword and planet literature gave D&D some of its swagger,
sword and planet heroes were swashbucklers at heart. It is the source of
“feats” and wild, cinematic action
that drives the game. These aspects of the game are captured by the ability
check, hit points (most of which are non-physical and represent luck, dodging
and the favor of the gods) the saving throw and the initiative system, all of
which allow for heroes to do things that regular people simply cannot.
3. Horror
The second important area of influence is horror and
horror themed fantasy, here I’m thinking of HP Lovecraft’s Cthulu stories and
writers like Clark Ashton Smith. Stephen King defined three types of fear, the
grotesque (an eviscerated corpse), the horrific (something unnatural like a
“spider the size of a bear”) and the terrifying (the unknown).
D&D has all
three of these, as it casts its net wide for monsters. There are the
“grotesque” monsters like slimes and jellies, the horrific, giant insects, zombies
and ghosts, and the terrifying, any monster the party can’t perceive, shadows,
invisible stalkers and any number of monsters that attack with surprise.
Then D&D has a slew of horrific, unnatural monsters
with a Cthulu flavor, grells - floating brain tentacle monsters, gibbering
mouthers - blobs covered with mouths, mind-flayers - brain eaters, Kua-Toa –
fish men. There are also ample undead horrors, from zombies to ghosts to
ghouls.
In game play terms these monsters have deadly attacks,
from life level drain of undead to paralysis of a grell to quick death from a
green slime. But the horror element adds fear to the mix, players experience
genuine fear for their character’s
life thanks to the horrific monsters they regularly encounter.
4. Western
The next influence, one that is not really discussed much
as it was not explicitly referenced by the game’s designers in Appendix N, was
the western. Pretty much every D&D game setting I’ve heard of has some
variation on the “at the edge of civilization” theme. The party is often near a
wilderness in a small town where humanoid bands raid periodically. It’s a
strong trope in the game, and it maps almost exactly on to the trope of the
Western, the paladin is both the lone sheriff in the border town and the
roaming martial artist master that deals justice with his fists.
Call it “frontier fantasy”, Tolkien has elements of this
(civilization versus barbarism), but British themed, D&D translated this
through an American sensibility and produced a game where your characters
operate at the edge of civilization, often defending small towns and
communities from roving bands of “barbarians” (e.g. orcs) while amassing
fortunes in gold and piling up bodies while doing it.
It cannot be overstated how much this theme runs through
early edition D&D. D&D characters require immense amounts of gold to
advance in level, and the game has a 1gp=1xp formula that makes it almost
required to amass huge quantities of gold. In game this makes it possible for
the party to avoid combat if they can still obtain the treasure, and makes
D&D remarkably wealth focused, and proto-capitalist in its basic structure,
and no trope fits proto-capitalism as well as frontier colonialism.
It is necessary to make alliances and parley at times as
you are frequently away from the trappings of civilization and its safety net
against barbarism and violence. So the western gives both a nomadic theme to the game (older
edition D&D characters are sometimes referred to as “murder-hobos”), the
characters move around a lot and are perpetual outsiders, requiring them to
make alliances and sometimes avoid combat, and a wealth focus to the game, which also helps to avoid conflict in
some cases, and drives it in others.
Game Play Impacts
Summarized
So these four influences on D&D take it beyond the
realm of strictly mythological high-fantasy, and give it some important
characteristics:
1. Deadliness
2. Moral variability
3. Wild, Cinematic Action
4. Fear
5. Nomadism
6. Wealth Focus
For all their inspiration, high fantasy stories can have
an element of inevitability to them, we all know the hero will survive, and
will achieve their goal, a noble, self-sacrificing goal, only after a great
personal sacrifice. That’s a rewarding arc, but it gets dull and predictable
pretty fast. D&D transcends this sort of simplified moral structure and
offers something much more mercurial but ultimately something much more
visceral and engaging in a role playing game. There is more at risk in a
D&D game as you know your PC is on their own in a dangerous world, with no
guarantee of survival, but with the ability to do remarkable things. I find
this combination of deadliness, fear and wild cinematic action, when wedded to
moral variability, a focus on wealth and the rootlessness of adventurers
presents a unique gaming challenge that requires initiative, cooperation and
creates a visceral, immersive experience at the table.
2. D&D as the
“Ur-Game”
D&D wasn’t just influenced by these genres of
literature, there are explicit connections made in first edition D&D to
running games with these themes. Advanced 1e D&D was meant to be playable
in different genres, sometimes referred to as “gonzo” play.
From the 1e DMG:
“In addition, there are many games which can be “plugged
into” your ADBD campaign to serve as relief. After all is said and done, role
playing is role playing and the setting is not of paramount importance. The
trick is to adapt one system to the other so as to enable continuity of the
characters from ADBD into the other setting. This allows not only a refreshing
change, but it poses new problems to participants and adds new factors to your
campaign – new abilities, new weapons, etc. TSR has many games and rules
systems which can be used with this game to expand and invigorate your
campaign. Space does not permit detailed explanations of how to do this with
each and every possible system, but two readily lend themselves to both the
spirit of AD&D and its systems: BOOT HILL and GAMMA WORLD.”
This is followed by conversion rules for characters and
weapons between games.
There are also modules with a science-fiction theme in
D&D, for example Expedition to the Barrier Peaks, where the players
investigate a crashed starship full of robots and lasers. The “other” original
D&D campaign, Dave Arneson’s Blackmoor campaign, also had time travel and
science fiction elements to it, found in modules like Temple of the Frog.
This is a clear indication of the “ur-game” aspect of
first edition, the expectation was that it was compatible with both western and
science fiction elements, in addition to high fantasy. It also had the
potential to be run “low fantasy” like a sword and sorcery game, emulating
Howard and Leiber rather than Tolkien, as the DM has full control over the
level and amount of magic available.
I have spoken to players today that have no idea that
first edition was so expansive, they think of it as Gandalf and orcs when it
could also be spacemen, barbarians, mutants, six-shooters, mind flayers and
vampires.
This is the other reason why I think first edition
D&D is a powerful game, not only does it incorporate a wide variety of
themes from a swath of inspirational literature to create a unique and visceral
gaming experience at the table, but it explicitly allows you to run a science
fiction themed game or a western themed game, a low magic game or a horror
themed undead and Cthulu style game. All within the framework of 1e’s
mechanics.
That’s pretty amazing.
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