[HN Gopher] The Eldritch Roots of Dungeons and Dragons
       ___________________________________________________________________
        
       The Eldritch Roots of Dungeons and Dragons
        
       Author : prismatic
       Score  : 118 points
       Date   : 2021-08-08 05:55 UTC (1 days ago)
        
 (HTM) web link (thereader.mitpress.mit.edu)
 (TXT) w3m dump (thereader.mitpress.mit.edu)
        
       | at_a_remove wrote:
       | Like many exposed to D&D at a formative age, I too used Appendix
       | N as kind of a jumping off point for exploration and was startled
       | to see what came from where, and how undisguised it was. Go
       | through Vance's _Dying Earth_ and you will find an Excellent
       | Prismatic Spray, ioun stones, having to memorize spells (whose
       | memory vanishes on use), and even that ever-uncomfortable
       | addition: psionics.
       | 
       | Not a single mention of Dave Arneson in it, which pains me. I can
       | forgive the omission of fiction that was inspired by D&D (really,
       | _Quag Keep_ and its greatly lagged sequel are terrible by almost
       | any standard of fiction), but leaving out Arneson verges on the
       | Downright Peculiar.
        
         | panzagl wrote:
         | This podcast seems pretty focused on Appendix N (from AD&D,
         | after Arneson's direct involvement ended) instead of the
         | origins of D&D as a whole. Google 'Secrets of Blackmoor' to get
         | a better view of Arneson's influences.
        
         | samatman wrote:
         | Psionics really came into its own as a mechanism with the Dark
         | Sun world.
         | 
         | Instead of being an oddball power which you had to luck into,
         | and which a lot of house rules just ignored, everyone had some
         | psionic ability. There were specialized psionicists as well,
         | but it was just a world where sentient beings (being D&D there
         | were some racial exceptions) had psionic power.
        
           | at_a_remove wrote:
           | I have ... feelings ... about psionics, both as not quite
           | fitting the setting (let's face it, late seventies was a lot
           | of Zener cards mixed in with the occult business) and the
           | mechanics.
           | 
           | To be fair, I have never looked at Dark Sun.
           | 
           | I think psionics _could_ be workable, in a certain light, but
           | that 's the subject of a rather half-baked and long essay
           | series I have been kicking about for a decade as to how to
           | "fix" many of the issues in D&D in a way that does not result
           | in the Endless Next Edition problem.
        
           | da_chicken wrote:
           | I agree that psionics really only felt like they belonged in
           | Dark Sun. The whole setting is more of a total conversion
           | than any other setting.
           | 
           | I was looking through my old books recently. The player rules
           | for Planescape, another massively different campaign setting,
           | was ~30 pages. Some of that was full page art, and they
           | dedicated one page to each of the 16 factions (including non-
           | factioned, IIRC). With all the jargon, lingo, and weirdness
           | in Planescape, it was almost all lore changes. Under the
           | hood, it was still the same old AD&D.
           | 
           | In the first Dark Sun Campaign Setting box set, you get two
           | main books: one book of lore and one book of mechanical
           | changes. Each book is ~120 pages. There are rules for new
           | races, new classes, new weapons, new armor, new spells, new
           | environmental hazards, etc. The setting was 50% new lore and
           | 50% new and changed mechanics. And DSCS didn't even have
           | rules for psionics in it! They had a couple pages detailing
           | the new psionic character creation rules, but it literally
           | tells you to use the Complete Psionics Handbook! (The second
           | Dark Sun Campaign Setting included a ~90 page psionics book
           | that includes most of that content.)
        
           | koolba wrote:
           | Oh man. Dark Sun had so much new material. Psionics, half
           | this and half that races, the endurance thing. It was just
           | too much all at once.
        
           | msh wrote:
           | Dark sun was absolutely my favorite rpg setting.
        
         | wolverine876 wrote:
         | Gygax had a habit of erasing some other major influences from
         | history, including co-developer of D&D Dave Arneson, and JRR
         | Tolkien's works.
         | 
         | Regarding Arneson, you can find documentaries online and books.
         | Here are some other sources:
         | 
         | Rules for Middle Earth by Leonard Patt (~late 1970):
         | https://playingattheworld.blogspot.com/2016/01/a-precursor-t...
         | 
         | Tolkien was reportedly mentioned in versions of Chainmail
         | (Gygax's precursor to D&D) and OD&D (the rare, staple-bound
         | ~prototype/MVP version predating the breakthrough editions,
         | Basic and Advanced D&D), but after an IP dispute the Tolkien
         | references were removed and Gygax repeatedly disclaimed any
         | interest in or influence by Tolkien, despite obvious
         | similarities. There are also articles Gygax wrote for
         | late-1960s fanzine, Thangorodrim, where he openly adopts
         | Tolkien material:
         | https://archive.org/search.php?query=thangorodrim
        
           | tjakab wrote:
           | Gygax/TSR went so far as to claim that Advanced D&D was a
           | different game from D&D to not have to pay Dave Arneson
           | royalties on any of the releases. Arneson sued TSR multiple
           | times and they settled out of court, granting him royalties
           | on AD&D: https://en.wikipedia.org/wiki/Dave_Arneson#After_TSR
        
           | jhbadger wrote:
           | It's a common trend among such creators. It's like Marvel.
           | Stan Lee (and these days, Disney/Marvel) would like to have
           | you believe that everything sprang from the mind of Lee,
           | purposely ignoring people like Steve Ditko and Jack Kirby.
           | And speaking of Disney, Walt Disney himself downplayed the
           | importance of people like Ub Iwerks, who were instrumental to
           | the creation of Mickey Mouse.
        
             | teruakohatu wrote:
             | > Disney/Marvel
             | 
             | There are no doubt teenagers who think Thor, Loki, Snow
             | White etc. were all thought up by Disney/Marvel. Disney has
             | been laundering (and copyrighting) folk history for a
             | century now, and Marvel mythology for a little less time.
        
           | walshemj wrote:
           | There is also some evidence of Tony Bath's and Hyboria
           | influence moving strict Wargames rules towards a more role
           | played experience.
        
         | musicale wrote:
         | > Not a single mention of Dave Arneson in it, which pains me. I
         | can forgive the omission of fiction that was inspired by D&D
         | (really, Quag Keep and its greatly lagged sequel are terrible
         | by almost any standard of fiction), but leaving out Arneson
         | verges on the Downright Peculiar
         | 
         | Definitely - Dave Arneson being the co-creator of D&D, via his
         | legendary Blackmoor game/campaign. The original D&D rules, the
         | Blackmoor supplement and setting, and the Temple of the Frog
         | dungeon were all derived from Arneson's game.
         | 
         | Arneson was brilliant and his work is inspiring; I can only
         | imagine how amazing it would have been to take a game design
         | course from him when he taught at Full Sail in the 2000s.
        
         | wlesieutre wrote:
         | _> Go through Vance 's Dying Earth and you will find an
         | Excellent Prismatic Spray, ioun stones, having to memorize
         | spells (whose memory vanishes on use)_
         | 
         | I've heard it called "Vancian magic" for years, but never
         | looked into where that name came from. Now I know!
        
           | at_a_remove wrote:
           | Vancian Magic is one of my least favorite mechanics. It
           | worked in its original setting, and certainly I understand
           | the desire to have a similar mechanic in the game itself, but
           | it is one of those things which just does not hold up under
           | scrutiny. And then the oddball psionics ...
           | 
           | However, do not let these criticisms dissuade you from
           | reading. Vance was a very interesting writer, and the Dying
           | Earth setting was highly influential on D&D (not that it
           | originated with him). He would often develop trickster
           | characters who used vocabulary (often slightly wrongly) to
           | seem more intelligent than they were, so there's a certain
           | density to the writing, but it is more than merely packing in
           | the unlikely Scrabble words, there's a playfulness to it
           | which is entertaining when you find it.
        
             | rendall wrote:
             | > _Vance was a very interesting writer, and the Dying Earth
             | setting was highly influential on D &D (not that it
             | originated with him)_
             | 
             | That sentence reads like you're saying Jack Vance was not
             | the originator of the Dying Earth setting, when he alone
             | kicked off the genre with a book of short stories called
             | the Dying Earth. I'm sure that's not what you meant.
        
               | at_a_remove wrote:
               | Uh, you parsed it right. He named it, but the microgenre
               | known as "Dying Earth" would most recognizably start some
               | decades before with _The Time Machine_ and the somewhat
               | lesser-known _The House on the Borderland_.
               | 
               | It wasn't a new idea but he more or less summed it up in
               | a succinct manner with an obvious name, then placed
               | multiple stories within a timeline with some overlapping
               | features, a bit like Varley's "Eight Worlds." After Vance
               | made it, I think it entered into the sci-fi
               | consciousness, such as it is, a bit more than some of the
               | earlier works out there which _fit_ , but somehow managed
               | to slide by everyone.
        
               | rendall wrote:
               | We'll have to agree to disagree. There is _fin de siecle_
               | , a different literary genre, of which The Time Machine
               | is part, that has similarities to the Dying Earth genre.
               | Each is marked by apathy in the face of existential doom.
               | The Dying Earth is a specific genre with its own tropes:
               | wizards living in _manses_ , dangerous creatures wander
               | at night, many of which can talk, the earth has lived
               | through several Ages, much knowledge has been lost. These
               | are as much tropes of the subgenre as cyclopean ruins and
               | ichor are tropes of Lovecraftian horror.
               | 
               | The wikipedia article on the subgenre is terrible,
               | conflating _fin de siecle_ with Dying Earth. Awful on
               | many levels
               | 
               | Arguing the Vance did not actually create the Dying Earth
               | genre because of _fin de siecle_ is like arguing
               | Lovecraft did not invent _Lovecraftian horror_ because
               | some previous authors wrote about terrifying gods.
        
               | Retric wrote:
               | Actually I think we can argue about lovecraft not
               | inventing the lovecraft genre because of the "Lovecraft
               | Circle" which consisted of several contemporary authors
               | all borrowing ideas from each other. Generally we talk of
               | pioneers in a genre specifically because how commonplace
               | such exchanges of ideas are.
        
             | throwaway17_17 wrote:
             | I think Vancian Magic can hold up well in a RPG. I am not a
             | fan of the last 30-35 years of treating manic like a mutant
             | power from X-men. The limitations are what crafted
             | interesting tactical situations from my perspective. I do
             | think there is room for other types of magic in a game
             | however. The Vancian memorization or the 3rd Edition
             | preparation seem to Tre force the idea that spells require
             | ritual and effort. I certainly see a use case for small
             | effort easily used cantrips or incantations that function
             | more like video games or 5th Ed, though. I tend to favor
             | that type of mix when doing game design.
        
             | platz wrote:
             | have you ever read Infinite Jest
        
             | marktangotango wrote:
             | > but it is more than merely packing in the unlikely
             | Scrabble words
             | 
             | Stephen R. Donaldson objects to this comment and implied
             | aspersion!
        
       | platz wrote:
       | Actually, dnd is a stylized, simplified form of wargaming that
       | gained popularity in the early 20th century, replacing formulas
       | with dice rolls.
        
         | wolverine876 wrote:
         | The fundamental difference between wargaming and D&D (and
         | tabletop RPGs in general) is the role-playing. D&D is a role-
         | playing game; it happens to use some elements of wargaming but
         | the whole point is the role-playing. There are other RPGs with
         | no wargaming elements.
         | 
         | > replacing formulas with dice rolls
         | 
         | Wargames had lots of dice rolls, afaik ? D&D has lots of
         | forumlas.
         | 
         | > simplified
         | 
         | D&D combat, especially in some editions, can be notoriously
         | complex.
         | 
         | Maybe you and I are talking about different war games.
        
         | jbattle wrote:
         | I disagree. Obvs D&D evolved out of a literal wargame
         | (chainmail). And there are a lot of influences from wargaming,
         | but 90% of the focus (from the beginning) was on: - Characters
         | who grew and changed each time you played - Exploring party
         | dynamics having more to do with narrative than mechanical
         | intricacies - Unreal places that were presented as living
         | breathing spaces to explore - Module design was a mixed bag.
         | Most of the places didn't make literal sense. I could see
         | someone making the argument they were just a loose collection
         | of wargame-like scenarios linked by hallways. But if memory
         | serves there was a balanced mix of fighting, tricks, traps, and
         | puzzles, as well as other non-combat encounters
         | 
         | I'll admit I didn't play until AD&D in about '84 - was the
         | original edition really that different in focus?
        
           | platz wrote:
           | > D&D evolved out of a literal wargame (chainmail)
           | 
           | ok. Please avoid downvoting me then?
        
             | panzagl wrote:
             | It might be because: >replacing formulas with die rolls
             | 
             | makes no sense, as D&D still has formulas, and most
             | wargames had die rolls.
        
               | ohyeshedid wrote:
               | Then there's the bit about:
               | 
               | >...gained popularity in the early 20th century...
               | 
               | I don't think the 70's count as early in the 20th
               | century.
        
               | [deleted]
        
               | platz wrote:
               | > The English writer H. G. Wells developed his own
               | codified rules for playing with toy soldiers, which he
               | published in a book titled Little Wars (1913). This is
               | widely remembered as the first rulebook for miniature
               | wargaming. Little Wars had very simple rules to make it
               | fun and accessible to anyone.
               | 
               | > The world's first recreational wargaming club was the
               | University Kriegspiel [sic] Club, founded in 1873 at
               | Oxford University in England.
        
               | ohyeshedid wrote:
               | > Actually, dnd is a stylized, simplified form of
               | wargaming that gained popularity in the early 20th
               | century, replacing formulas with dice rolls.
               | 
               | That's the entirety of what you wrote. Correct the
               | sentence, not the people reading it as written.
        
               | wolverine876 wrote:
               | What are you quoting? I would like to read more of it.
        
               | panzagl wrote:
               | Jon Peterson's "Playing at the World" gets into the
               | wargaming history of D&D.
        
               | panzagl wrote:
               | Both Little Wars and Kriegspiel are much simpler than
               | AD&D.
        
               | da_chicken wrote:
               | I'll buy that Little Wars is simple (from my
               | understanding).
               | 
               | Kriegspiel, however, was very far from simple. It was
               | just focused on battle simulation.
               | 
               | From my understanding, it was intended to be played by
               | each side (either individual or team) being in their own
               | room with their own map of the battle. Communication
               | would go to the referee, who would run "reality". The
               | referee would have a map and use charts, tables, dice,
               | and pure fiat to sent information and update the state of
               | the game to the players. Plus the game was played to a
               | real clock. An ideal setup would have the opposing
               | generals only communicating with the referee by means of
               | runners, to simulate the telephone effect.
               | 
               | I really can't call a game that requires no less than
               | three terrain maps and three rooms to be "simple".
               | Especially when you see the dice the game uses.
        
           | 1123581321 wrote:
           | Good post--just wanted to say that on HN, you need to put a
           | line between each of your bullet points or else they will
           | collapse into one paragraph as yours did.
        
           | da_chicken wrote:
           | > _I 'll admit I didn't play until AD&D in about '84 - was
           | the original edition really that different in focus?_
           | 
           | The original edition or white box D&D was about as deep as
           | Diablo 1. You rolled up a PC, the DM designed a dungeon --
           | not a campaign, they just built a dungeon -- and then the PCs
           | tried to survive it. That's all it was about.
        
             | wolverine876 wrote:
             | As I understand it from people who played it and from
             | interviews with Gygax, the primary difference is that OD&D
             | was far more free-form than than later editions - so free-
             | form that it placed a tremendous burden on the dungeon
             | master to fill in the gaps and limited its audience to
             | hardcore gamers.
             | 
             | Again, based on what I've read, part of Dave Arneson's
             | original innovation that became OD&D [1] was that your
             | character continued from game to game, giving the player a
             | personal interest in the character and also engagement in
             | developing them. That would seem to disagree with the
             | parent's description.
             | 
             | [1] Like all innovations, Arneson's was a product of
             | earlier ones such as Braunstein by Dave Wesely.
        
               | da_chicken wrote:
               | > _As I understand it from people who played it and from
               | interviews with Gygax, the primary difference is that OD
               | &D was far more free-form than than later editions - so
               | free-form that it placed a tremendous burden on the
               | dungeon master to fill in the gaps and limited its
               | audience to hardcore gamers._
               | 
               | It depends on exactly what you mean. OD&D ran from 1974
               | to 1977 or 1979, so there's actually a fair bit there. If
               | by "original D&D" you mean the first boxed set which had
               | three booklets: Men & Magic, Monsters & Treasure, and The
               | Underworld & Wilderness Adventures, then it really is as
               | I described it. There were 3 character classes, stats
               | didn't really do anything, and the guidance for the DM
               | was "create a dungeon with a minimum of 7 levels for the
               | players to explore" or something like that.
               | 
               | However, there were a lot of supplements, for OD&D too:
               | Greyhawk (thief, paladin, non-Chainmail combat rules) and
               | Blackmoor (assassin, monk, underwater rules) in 1975.
               | Eldritch Wizardry (psionics, druids), Gods Demi-Gods &
               | Heroes (real-world and literature-inspired pantheons),
               | and Swords & Spells (large scale combat) in 1976.
               | 
               | There was also new content in The Strategic Review
               | (precursor to Dragon magazine) like the Ranger class, the
               | Bard class, and (I think) the first printings of the
               | Thief class. I think other stuff appeared in White Dwarf.
               | 
               | By the time TSR decided to go with the Basic/Advanced
               | approach in the late 70s, most of everything we find in
               | AD&D had been printed in some way. Both Basic D&D and
               | AD&D were collections of existing rules as much as
               | revisions or refinements to it.
        
           | SquibblesRedux wrote:
           | The basic D&D book (before AD&D) was similar to AD&D, but
           | simpler rules and fewer tables.
        
             | wolverine876 wrote:
             | The original Basic (the 'Holmes Blue Book' by J. Eric
             | Holmes) was actually a reorganization and simplification of
             | OD&D, not Advanced D&D (despite Holmes being published
             | around the same time as AD&D). Holmes was intended as an
             | introduction to OD&D; AD&D was extensively revised from
             | OD&D, and the OD&D/Holmes rules were very different from
             | AD&D in many ways.
             | 
             | There were at least two more revisions of 'Basic', which
             | was updated into the early 1990s. It was much more a
             | separate game, not a lead-in into 'Advanced', and I think
             | publishing it may have been a contractual obligation to
             | D&D's co-creator, Dave Arneson, who was gone before AD&D.
        
           | walshemj wrote:
           | And don't forget TSR's first product the ECW wargames rules I
           | have a copy siting next to me
        
         | musicale wrote:
         | What you seem to be referring to is D&D's tactical miniatures
         | combat, which is indeed a form of miniatures gaming (and
         | famously derived from Chainmail and its fantasy supplement.)
         | 
         | Unlike miniatures games, however, D&D as a whole usually shifts
         | its primary focus to collaborative storytelling, exploration,
         | and character progression, and its tactical miniatures combat
         | is 1) small-scale with a 1:1 relationship between players and
         | protagonists (though large-scale battles can be added as
         | appropriate) and 2) optional (though it can be a large part of
         | the game if players desire.) D&D is also usually played over
         | multiple sessions with a contiguous game world, further
         | enhancing the storytelling and character progression
         | possibilities, and usually has no fixed objective or victory
         | condition.
         | 
         | There are D&D-derived board games and tactical miniatures games
         | (such as the 4E board games or the D&D miniatures games) that
         | adopt D&D's tactical miniatures combat rules, but they largely
         | remove the collaborative storytelling, acting/role-playing,
         | multi-session character progression, and open-ended nature that
         | are core to tabletop RPGs.
         | 
         | On the computer gaing side, a game like StarCraft is
         | interesting because the single-player campaign includes
         | wargame-like levels (with many units as well as resource
         | gathering, building, and unit production) and RPG-like/dungeon-
         | crawling levels (where you primarily control one or more hero
         | units that gain experience and treasure and level up as they
         | explore the level.) Even though they use the same game engine
         | and combat system, these are fairly different game experiences.
        
         | PhasmaFelis wrote:
         | Are you trying to say that D&D is just wargaming but with dice?
         | Or are you trying to say that D&D is just wargaming full stop,
         | and Kriegspiel got _simpler_ after they added dice? Either way,
         | you can 't have played much of either D&D or wargames.
        
       | handrous wrote:
       | They don't link to it among the links to Peterson's books (as far
       | as I can tell) and they don't mention it in the interview, but
       | Peterson's doorstop volume _Playing at the World_ treats
       | extensively of the roots of D &D. Looks like this Appendix N
       | would make a great sourcebook (in the academic, not roleplaying,
       | sense) companion to that book, since it mentions and describes
       | lots of D&D's sources in (especially) fantasy fiction, but
       | doesn't include substantial excerpts of those works.
       | 
       | [EDIT] Link (amazon, sorry):
       | 
       | https://www.amazon.com/Playing-at-World-Jon-Peterson/dp/0615...
        
         | wolverine876 wrote:
         | Pederson's blog is excellent:
         | 
         | https://playingattheworld.blogspot.com/
        
         | guyzero wrote:
         | Yeah, Peterson's books are required reading for anyone who
         | wants to understand where D&D came from. I think understanding
         | the history of D&D is pretty crucial to understanding why and
         | how to play D&D even today, half a century later. Peterson's
         | "The Elusive Shift" gos into some theory of role-playing games
         | from the 80's which is still as true today as it was then.
        
       | simonh wrote:
       | > What does D&D feel like for me? For me, it feels more like
       | Conan than Tolkien, for example.
       | 
       | It seems like this is very much this author's spin on his version
       | of Appendix N, rather than primarily an exploration of the actual
       | Appendix N. More like what he'd like Appendix N to be rather than
       | what it actually was.
       | 
       | AD&D particularly is at least 50% Middle Earth the roleplaying
       | game, and the other 50% split among all the other influences.
       | Halflings, elves (even specific types of elves ripped directly),
       | dwarves, rangers, orcs, dragons, wights, wraiths, walking trees,
       | goblins riding wolves, magic swords, magic rings, mithril, magic
       | cloaks and boots, giant spiders, giant eagles, were-bears, it's
       | hard to think of anything in Tolkien at all that isn't directly
       | cut-and-pasted. Meanwhile yes specific elements were taken from
       | other settings, such as the magic and a few other things from
       | Vance, and the barbarian class from Howard, maybe thieves and
       | thieves guilds from Lieber. The Cleric is an interesting one, it
       | was added specifically for a vampire hunting adventure in the
       | Blackmoor campaign. Middle Earth provides the base layer the
       | whole thing is built on though.
        
       | Rd6n6 wrote:
       | For anyone curious, they mention "appendix n." In one of the very
       | old books (adnd 1e dmg I think), there was a section with that
       | name that had a list of inspirations. In the old school dnd
       | community, this list has a slight mythic status and some people
       | like to come up with their own appendix n. I can't find my
       | copy... but this might list its contents
       | 
       | https://goodman-games.com/blog/2018/03/26/what-is-appendix-n...
        
       | pmoriarty wrote:
       | Direct link to the full podcast episode:
       | https://mcdn.podbean.com/mf/download/afspv4/Peter_and_Jon_MI...
        
       | polskibus wrote:
       | Is there any fiction worth reading placed in D&D? What would you
       | recommend?
        
         | at_a_remove wrote:
         | The abominable _Quag Keep_ (love Norton but whew) and its worse
         | followup count, as would _Dragonlance_.
        
           | PhasmaFelis wrote:
           | ...That doesn't sound like you think it's "worth reading..."
        
             | at_a_remove wrote:
             | Well, there's no disputing taste; someone else might like
             | it. And _Dragonlance_ was perfectly serviceable, given its
             | origins.
        
               | disgruntledphd2 wrote:
               | Dragonlance is a wonderful kids book. Unfortunately, re-
               | reading as an adult was definitely not inspiring.
               | 
               | I am looking forward to reading them to my daughter
               | though, some time after she learns to understand words.
        
               | checkyoursudo wrote:
               | I re-read the first two trilogies for the first time in a
               | couple of decades or so, and started a few of the other
               | books (couldn't finish any others).
               | 
               | I think that Dragons of Autumn Twilight still holds up
               | reasonably well as a Tolkienesque derivative. I somewhat
               | enjoyed reading the other two in that set and don't
               | regret having re-read them. I enjoyed a few scenes from
               | the Twins books, but otherwise I should probably have
               | left those to my fond memories instead.
               | 
               | I still also have fond memories of a few other of the
               | Dragonlance books, though now I hesitate to attempt them
               | again.
        
         | wolverine876 wrote:
         | What do you mean by "placed in D&D"?
        
           | checkyoursudo wrote:
           | Likely, "set in a D&D universe" kind of thing.
        
         | yaur wrote:
         | If you want a book "set in d&d" the Dragonlance books are a
         | good place to start. The early Drizzt books aren't terrible
         | either. In both cases these are firmly YA books and on
         | rereading them as an adult they don't hold up that well.
         | 
         | I don't know of any d&d novels that I would recommend to adults
         | that don't play the game.
        
         | Ichthypresbyter wrote:
         | The Riftwar Saga by Raymond E. Feist (Magician, Silverthorn, A
         | Darkness at Sethanon), while not an officially licensed D&D
         | tie-in, is based on a D&D campaign the author played in at UCSD
         | in the 1970s.
         | 
         | I think the Malazan Book of the Fallen by Steven Erikson is
         | also based on an RPG campaign, which started out as D&D then
         | switched to GURPS.
         | 
         | Both are worth reading.
        
       | sigstoat wrote:
       | there was another book published a few years ago with the same
       | title, "Appendix N"
       | 
       | https://www.amazon.com/Appendix-Literary-History-Dungeons-Dr...
        
       | cratermoon wrote:
       | I remember buying an reading a lot of the books from the list in
       | that appendix. L. Sprague de Camp, Lovecraft, Moorcock (the
       | entire Stormbringer series), and Fritz Leiber especially.
        
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