Gaming Generation Gap

Before the movies came out, you basically had to stumble upon Tolkien's works by chance, unless you knew a bunch of people who knew a lot about the history of the fantasy book genre.
Actually, knowledge of fantasy literature has tended to be low among those on whose shelves I have found Tolkien.

TlotR has been well represented, though, in households with a more general interest in 20th-century literature. Other works of fantasy one might find in such libraries include T.H. White's The Once and Future King; C.S. Lewis's Till We Have Faces and Space Trilogy; Ursula K. Le Guin's Earthsea books; Walter Wangerin, Jr.'s The Book of the Dun Cow; and Richard Adams's Watership Down and Shardik.

Growing up among people who are "bookish" in that sense may make exposure to some works more likely; one may well have been read to from The Hobbit, or received it as a gift, as a child. On the other hand, such folks seem less often (my maternal grandfather, with his collection of Ace Double Novels, being an exception) to be great fans of fantasy and science-fiction. Their light reading, from what I have seen, tends more to historical romances, mysteries and espionage thrillers.

The needs of film, television, comic books, computer games, and toys are, I think, more often in harmony with those of a D&D game than are those of literature. They have taken over the role in popular culture that "pulp magazines" and radio played in a former era (one waning even when Gary Gygax was a little boy).

The cartoon series "Thundarr the Barbarian", for instance, seems an excellent match. I would not be surprised to learn that many adventure serials have not only influenced D&D players but been partly shaped by them.

The basic ethos has not changed much, I think. Weird Tales was aimed primarily at an older audience, so it does not seem apt to compare its "spicy" or "dark" aspects with the tenor of works meant mainly for children. Beyond that age group, sex and violence are now commonly treated in ways that make (for instance) Howard's tales of Conan seem comparatively tame.

One could make too much of superficials. When TSR reached a wider audience with the Basic and Advanced D&D products, it settled on a baseline set of elements to define the game's identity -- what has since come to be taken as a genre of "D&D fantasy" (or even, to some folks, "standard" fantasy).

That presentation started to expand in the 2E era, and WotC continued the process. It has been IMO a matter less of truly broadening horizons than of shifting emphases, although the former aspect may be considerable for those to whom D&D is essentially self-contained and self-referential.

Among the fellows with whom I am currently playing, one has read Leiber's tales of Fafhrd and the Gray Mouser and has at least heard of Moorcock's Elric. That Jack Vance, Leigh Brackett, Andre Norton, Manly Wade Wellman, Clark Ashton Smith, Abe Merritt, and most others whom Gygax cited as influences are if not unknown then unread does not surprise me. DMG Appendix N was probably what first brought them to the attention of most D&Ders -- and most among them probably did not go in search of the books.

The one big surprise to me was lack of acquaintance with Conan the Cimmerian in any form (even, I think, the movies). The Marvel Comics version especially (both the color comics and the Savage Sword of Conan magazine) had seemed to me ubiquitous, and these fellows are all of similar age.
 

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The one big surprise to me was lack of acquaintance with Conan the Cimmerian in any form (even, I think, the movies). The Marvel Comics version especially (both the color comics and the Savage Sword of Conan magazine) had seemed to me ubiquitous, and these fellows are all of similar age.
Am I the only person whose familiarity with Conan began and ended with the "Conan the Adventurer" saturday morning cartoon that ran when I was a kid?
 



Am I the only person whose familiarity with Conan began and ended with the "Conan the Adventurer" saturday morning cartoon that ran when I was a kid?

Conan, the adventurer! Conan, warrior made of steel!
I'm right there with you... Well, I saw the Conan movie after I watched the cartoon, but that's it.

I'm 30 and I grew up with Thundercats, Dungeons & Dragons, He-Man, and Japanese anime rather than Tolkien or any of the "old guard." Sci-fi and fantasy were always one and the same. When I was getting into D&D and other fantasy role-playing games I had to make an effort to change my views of what fantasy is and all that it could be to conform to the much more conservative limits of Tolkien and Co.'s works that D&D was more in line with.
 

Final Fantasy games feature modern or futuristic settings in which swordsmen, wizards, guns, cars, and robots all exist side by side, something that D&D itself has not supported whatsoever, and probably won't support any time soon.
The concept of what "support" means in a D&D context has evolved.

It might conceivably be fair -- I lack familiarity with the game beyond having seen a movie spin-off -- to say that FF does not "support" a setting with only some of those elements rather than a melange. After all, what one can do is limited by what's been put into the program.

There has been a tendency to treat D&D similarly, rather than as an exemplary starting point for creating a game of one's own imagination (as originally intended). That said, its primary identity is with the "sword and sorcery" genre. The idea of making it a "plain vanilla" game along the lines of GURPS was not behind its conception, and I think has yet to gain much traction (although I have seen at least one "old-school" fan suggest that as an opportunity TSR missed).

My own D&D campaign of the 1980s included modern and futuristic elements as ordinary features, but I think that is unusual at least among folks who like to play diverse other RPGs as well. More commonly, characters might visit (or experience an irruption of) the Stone Age or the Space Age -- but a roughly ancient or medieval milieu, in which high technology is indistinguishable from magic, is predominantly "home" to player-characters. That seems to be one of the commonly recognized or expected characteristics of a "D&D" game. Boot Hill, Gangbusters, Top Secret, Gamma World and Star Frontiers likewise come with some assumptions as to what the norm and starting point shall be (even if dragons or wizards should occasionally appear).
 

I think the idea that D&D (or D&D players) used to be influenced by literature instead of TV / Movies isn't quite accurate.

I got a chance to ask Gary Gygax about classic monster movies and he confirmed he was a big fan. You'll get insight into what the designers of 1st Edition D&D and it's contemporaries were thinking about if you read Vance, Leiber, Moorcock, etc... but you'll also see inspirations for the game in old Sinbad movies and the Kung Fu TV show. Watch the 7th Voyage of Sinbad and you'll see as much D&D inspiration as you will in any Conan novel.

There's different literature (eg. Harry Potter) and TV/movies (eg. Anime) that's influencing new gamers today -- but they're being influenced by books AND tv/movies just like they were in the 70s, 80s and 90s. :)
 



My Group

I started gaming in 79 or 80, with 2 brothers of a same age as myself. We later added 5 other gamers that were 2-4 years younger.

We all owned a copy of Lord of the Rings, the Narnia Box Set, and the Lord Bane's Foul set.

We had all read the Myth Adventure Books.

The more dedicated of us were also into The Complete Enchanter series by L. Sprague DeCamp and F. Platt.

We also had familiarity with Elric, Dragonriders of Pern, and Shannara.

Ahh, back when there was time to read.

RK
 

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