The influence of J. R. R.
Tolkien on the D&D and AD&D games:
Why Middle Earth is not
part of the game world
by Gary Gygax
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Tolkien (DMG Notes) | - | - | - | Dragon |
A frequently asked question
-- or assertion,
in the case of those who
don't bother
to ask -- deals with the
amount of influence
of J. R. R. Tolkien on the
creation of the
DUNGEONS
& DRAGONS® and
ADVANCED
DUNGEONS & DRAGONS® role-playing games. The
answer to the inquiry is
complex, for there
are two parts. The popularity
of Professor
Tolkien's fantasy works
did encourage me to
develop my own. But while
there are bits
and pieces of his works
reflected hazily in
mine, I believe that his
influence, as a
whole, is quite minimal.
As a child I was regaled
nightly by fantasy
stories created, on the
spot, by my
father. My mother read fairy
tales to me
from Jack & Jill magazine.
I soon began
reading the noted collection
of the Brothers
Grimm, and others (I dimly
recall) from a
set called "Book Trails."
Having read
through Poe by age ten,
I somehow gravitated
into the realms of science
fiction,
fantasy, and horror. By
the tender age of
twelve, I was an avid fan
of the ?pulps?
(magazines of those genres),
and I ranged
afield to assimilate whatever
I could find
which even vaguely related
to these exciting
yarns. Meanwhile, I was
devouring ancient
and medieval history, tales
of the American
frontier, historical novels
of all sorts, and
the "Hornblower"
stories in the old Saturday
Evening Post. Somewhere
I came
across a story by Robert
E. Howard, an
early taste of the elixir
of fantasy to which I
rapidly became addicted.
Even now I vividly
recall my first perusal
of Conan the
Conqueror, Howard?s only
full-length
novel. After I finished
reading that piece of
sword & sorcery literature
for the first time,
my concepts of adventure
were never quite
the same again.
From these literary fruits
came the seeds
which grew into today?s
most popular roleplaying
games. The concepts bloomed,
producing their current
forms, when fertilized
by my early desire to play
games of all
sorts, my interest in devising
my own, and
my active participation
in military simulation
games. The last employed
either miniature
figures and models, or boards
and
counters, or combinations
of all those. As a
matter of observable fact,
both game systems
are still growing, ever
changing, and I
do not expect them to slow
? let alone
wither ? for many years
to come!
A careful examination of
the games will
quickly reveal that the
major influences are
Robert E. Howard, L. Sprague
de Camp
and Fletcher Pratt, Fritz
Leiber, Poul Anderson,
A. Merritt, and H. P. Lovecraft.
Only slightly lesser influence
came from
Roger Zelazny, E. R. Burroughs,
Michael
Moorcock, Philip Jose Farmer,
and many
others. Though I thoroughly
enjoyed The
Hobbit, I found the ?Ring
Trilogy? . . .
well, tedious. The action
dragged, and it
smacked of an allegory of
the struggle of the
little common working folk
of England
against the threat of Hitler's
Nazi evil. At
the risk of incurring the
wrath of the Professor
?s dedicated readers, I
must say that I
was so bored with his tomes
that I took
nearly three weeks to finish
them.
Considered in the light
of fantasy action
adventure, Tolkien is not
dynamic. Gandalf
is quite ineffectual, plying
a sword at times
and casting spells which
are quite lowpowered
(in terms of the D&D®
game).
Obviously, neither he nor
his magic had any
influence on the games.
The Professor
drops Tom Bombadil, my personal
favorite,
like the proverbial hot
potato; had he been
allowed to enter the action
of the books, no
fuzzy-footed manling would
have been
needed to undergo the trials
and tribulations
of the quest to destroy
the Ring. Unfortunately,
no character of Bombadil?s
power can enter the games,
either ? for the
selfsame reasons! The wicked
Sauron is
poorly developed, virtually
depersonalized,
and at the end blows away
in a cloud of evil
smoke . . . poof! Nothing
usable there. The
mighty ring is nothing more
than a stan-
dard ring of invisibility,
found in the myths
and legends of most cultures
(albeit with a
nasty curse upon it). No
influence here,
either. . . .
?Ent? is interesting; Tolkien
took the
name from an old Anglo-Saxon
word for
?giant,? and his treatment
of them as sentient
trees is inspired. This
sort of creature
appears in both game systems.
?Orc? (from
Orcus) is another term for
an ogre or ogrelike
creature. Being useful fodder
for the
ranks of bad guys, monsters
similar to
Tolkien?s orcs are also
in both games. Trolls,
however, are not identified
well by the
Professor; these game monsters
are taken
from myth, influenced somewhat
by Poul
Anderson.
?Hobbit? is another folkword
borrowed
from legends, but Tolkien
personified and
developed these diminutive
stalwarts extensively.
They, and the name, are
virtually
unique to his works, and
the halflings of
both game systems draw substantial
inspiration
from them. Dwarves, on the
other
hand, are well known in
Teutonic and Scandinavian
myths; here, the Professor
and I
build upon the same foundation.
Elves are
likewise creatures of lore,
and perhaps the
most extensively treated
of them all. In
legend they are small or
tall, good, evil,
uncaring, silly, bright,
and so on. Tolkien
had them taller, more intelligent,
more
beautiful, and older than
humans; in fact,
he made them quite similar
to the fair-folk,
the fairies. The elves of
the AD&D® game
system borrow two names
(gray and wood)
from the Professor?s writings,
and that is
nearly all. They are shorter
than humans,
and not generally as powerful.
There are
various ethical alignments
amongst them,
though most are neutral-good
in outlook
with strong tendencies of
individuality
(chaos, in game terms).
The seeming parallels and
inspirations
are actually the results
of a studied effort to
capitalize on the then-current
?craze? for
Tolkien?s literature. Frankly,
to attract those
readers ? and often at the
urging of persons
who were playing prototypical
forms of
D&D games ? I used certain
names and
attributes in a superficial
manner, merely to
get their attention! I knew
full well that the
facade would be dispelled
by the actualities
of play. I relied on the
power of the
DUNGEONS & DRAGONS game
to
overcome the objections
which would naturally
occur when diehard Tolkien
enthusiasts
discovered the dissimilarity.
This
proved to be the case far
more often than
not. Tolkien fans entered
the D&D game
fold, and became a part
of its eager audience,
despite the fact that only
a minute
trace of the Professor?s
work can be found
in the games. As anyone
familiar with both
D&D games and Tolkien
works can affirm,
there is no resemblance
between the two,
and it is well nigh impossible
to recreate any
Tolkien-based fantasy while
remaining
within the boundaries of
the game system.
THE FORUM
This is a letter in answer
to the article in
DRAGON issue #95
in which Gary Gygax
repudiates any serious connection
between the
AD&D
game and Lord of the Rings. He is correct
to the letter of the rules,
but certainly not to
the intent. However, a few
points by we diehard
Tolkien fans should be cleared
up, lest erroneous
assumptions be taken as
fact. It is said to be
impossible to run a Middle
Earth AD&D campaign
without modification to
existing rules, but
some of the points made
by Mr. Gygax seem to
be lacking.
1) The elves of Middle Earth
are incredibly
diverse, having bred for
tens of thousands of
years and spread politically,
geographically,
physiologically, and philosophically.
Some even
advanced to demigod status.
After the Awakening,
their height gradually reduced,
and their
immortality lost during
the Age of Man
2) The mere ring of invisibility
has alignment,
intelligence, ego, ambition,
and a propensity for
falling off in melee, as
well as invisibility, domination,
limited illusionary powers,
and (theoretical)
immortality. It could be
considered a self-attuning
talisman/artifact.
3) Of course Sauron faded
in a cloud of smoke,
he didn?t think that his
enemies would destroy
such a valuable item as
the One Ring, and made
the mistake of investing
much of his essence
therein. His corporeal body
was destroyed in the
Whelming of Numinor.
4) Gandalf was a Wielder
of Fire, a worshiper
of the Flame of Anor, and
the bearer of both a
Ring of Power and one of
the foremost swords of
the Age. I don?t think it
necessary that a mage
continuously prove himself
by casting high-level
spells (especially if being
searched for through the
Ether) and a close examination
of his role in
Middle Earth history shows
his power. Ineffectual?
I think not.
5) Tom Bombadil has (practically)
unlimited
power over a (relatively)
finite area. Tolkien
couldn't do much more with
him outside of the
Barrow Downs, as he seemed
to lose much of his
powers when away from his
area. He could
perhaps be considered as
a sort of Elemental
Deity.
The wealth of LOTR
information makes
Middle Earth unexcelled
as a campaign world. I
know of no other that can
boast an atlas, albums,
lexicons, dictionaries,
songbooks, quizbooks,
biographies, bestiaries,
maps, and other invaluable
tools of the DMing trade.
Perhaps to Mr.
Gygax, Tolkien may not have
been a particularly
dynamic writer, but his
world certainly has the
scope necessary to run a
complex and successful
campaign.
J.R. Smith
Pittsburgh, Pa.
Dragon #97
The forum section is not
usually a place for
editorial comment, but
this is an unusual case.
We judged the above letter
to be the least inflammatory
and insulting of the
many pages of feedback
we received after the
publication of Mr.
Gygax's essay concerning
the works of Tolkien,
and we printed it in
the interest of giving the
-- "other side" a semblance
of equal time. Virtually
every other letter we
got was an unbridled expression
of outrage; some of them
bordered on being
slanderous, if they did
not actually cross over that
border. Although we respect
the strong feelings
that were behind those
letters, we don't intend
this space to be used
for a running debate on the
topic. Mr. Gygax's opinions
are just that --
opinions. And his assertion
about the lack of
influence that Tolkien
had on the development of
the game systems is not
a topic of contention.
How can anyone else assert
that the opposite is in
fact true, when Mr. Gygax
-- the only person in
a position to know --
states otherwise? It is not
proper, to say the least,
to suggest (as some letterwriters
did) that despite what
he wrote, the
D&D®
and AD&D® games were in fact substantially
influenced by Tokien's
work. We are all, of
course, free to express
our disagreement with
someone else's opinion.
But unless those disagreements
-- on any topic -- are
expressed rationally
and reasonably, we will
not risk lending them any
credence by publishing
them in these pages.
The Editor
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