Worlds of Design: Reassessing Tolkien’s Influence

In September 2020 I wrote a column about Tolkien’s influence and how world builders are “trapped” by his influence. I was not writing with Tolkien in my sights. But now I am.

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Picture courtesy of Pixabay.

Tolkien’s List​

How influential has J.R.R. Tolkien’s work been on RPGs, and is that influence a problem? I’ve made a list of some characteristics of Tolkien’s world (in no particular order):
  • Characteristics of Dwarves and Elves
  • Very low-magic levels of Middle-earth
  • Lack of religion, of “gods” that interfere
  • Impossibly long history without significant change in technology
  • An overarching “dark lord”
  • A single magical object that can determine overall success or failure (The Ring)
  • Group quest
  • “Monsters” and other detail

Dwarves and Elves​

Dwarves and Elves in RPGs are usually Tolkien-like, much different than earlier folklore notions. Consider the dwarfs of the Nibelungenlied, and the small and often nefarious elves of many stories about the Fey world. This may be where Tolkien’s influence is most obvious. (If you haven’t read the older stories you might not be aware of the striking difference. It’s like the so-called “classic” pirate accent (yaarrhh) – it didn’t exist in movies before 1950’s Treasure Island and Long John Silver’s west Cornish accent.)

Low-Magic Levels​

What evidently hasn’t influenced RPGs at all is the low-magic levels of Middle-earth. Magic items are just about non-existent. Spell-casters are just about non-existent. An inhabitant may hear of such things, but actually getting involved with one in any way, even just to see it, is nearly unheard of. In the USA today you’re as likely to see the President of the United States up close and personal as to see a magic-user in person in Middle-earth. Similarly, you’re more likely to see a gold bar in the USA than to see a magic item in Middle-earth.

Lack or Organized Religion​

Tolkien’s lack of organized religion, and of “gods” that interfere hasn’t been an influence. Gods that manifest in the world, if only through the spells of clerics/priests, are common in RPGs, perhaps heavily influenced by D&D. Gods that interfere in the “real world” are also common from what I hear of RPG campaigns (something I don’t use myself).

Little Technological Advancement​

Impossibly long history without significant change in technology. This is a big influence on literature as well as games. As an historian I recognize that this is virtually impossible. Yes, technology changed much more slowly in, say, 2500 BCE. But it did change immensely over time, and in so many games (and books) it doesn’t seem to change at all over many millennia. Heck, even the science fantasy Star Wars has very little technological change in tens of thousands of years. Having said that, my wife reminded me of the new “infernal/demonic engines” of Saruman, both at Isengard and in Hobbiton. Yet those technologies were very much frowned upon by the “good guys.”

A Dark Lord​

An overarching “dark lord” threatening the world. I have never used a Sauron-equivalent in my campaigns, but I’d guess that many GMs do. This is hardly an invention of Tolkien, but Lord of the Rings could certainly have influenced many GMs. There’s no evidence as to how much, though.

A MacGuffin​

A single magical object that can determine overall success or failure (The Ring). More than just a MacGuffin (“an object or device in a movie or a book that serves merely as a trigger for the plot”), it is the be-all and end-all of the entire story-arc. In LOTR it is Sauron’s lost Ring of Power, of course. Not something I’ve used (I avoid “saving the world” situations), but who knows how many others have used it? It’s more practical if the magical effect is much reduced, and the story scaled back from “saving the world” to accomplishing something worthwhile.

Was this new with Tolkien? Only an expert in pre-Tolkien fantasy fiction and myth could answer this question. What first comes to mind is the Ring in Wagner’s Nibelungenlied opera cycle, but that ring was not the overwhelming object of Power that Sauron’s Ring was. As with several of these questions, even if Tolkien was not the first, he may have been far better known than any preceding work.

A Group Quest​

Group Quest. Early science fiction and fantasy was dominated by a single protagonist hero, or hero and sidekick. Tolkien’s main books depicted quests by groups of characters rather than by individuals. How much this actually influenced RPGs, I have no idea.

Archetypical Monsters​

“Monsters” and other details. Apart from the characterizations of dwarves and elves, Tolkien’s influence shows in other species respects. For example, Orcs are direct transfers from LOTR, as are Hobbits (now changed to halflings). Ents (now changed to treants) are from LOTR, as are Balrogs (changed to Balor). Also, there is a “Common Tongue” in Middle-earth. This is a convenience for gaming that might have been invented by anyone, but Tolkien showed the way.

Does It Matter?​

I’m not trying to gauge whether Tolkien’s influence is “bad” or not. His work certainly influences RPGs, but perhaps less than many think. Newer gamers, coming to Tolkien through the movies, may see more of his influence than older gamers do. Some GMs are certainly more influenced than others. Yet I’m not sure how any literary influence on RPGs could be “bad”, insofar as inspiration can come from anywhere, and be used for any purpose. Any game designer is free to ignore Tolkien, or not, as preferred.

Your Turn: How do you incorporate (or avoid) Tolkien's influence in your campaigns?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

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The only way a group would be overpowered in AD&D is if you had a very poor DM, as was very easy to keep players under control in those games. I only had an issue when i was first learning to run the game, giving too many magical items and bad rulings on things, but as i have become more experienced that is no longer the case.
Our group had fun and our DM never seemed stressed and had a great time as well, so "a very poor DM" may be subjective in this case.
 


Well, that all came later.

In The Frozen Throne, they are just high elves who got emo.
"My blood cries out for the vengeance of my people's blood, which can only be repaid with at least twice as much blood! Or maybe three times as much blood! Like if you went to hell, and it was full of blood, and that blood was on fire, and it was raining blood, then maybe that would be enough blood! Eh… but probably not."
 


Given that without Tolkein it's arguable that medieval fantasy as we know it wouldn't even exist as a genre (and sure as hell wouldn't be as popular if it did!), I find it hard to agree his influence is overall negative.
Without Tolkien fantasy doesn't have the surge in popularity that it saw in the 1970s, and so maybe we don't even get D&D or much of the fantasy to follow. So in the sense that it made fantasy a really viable publishing genre rather than a fringe niche, its influence was positive.

I see the negatives in terms of its impact on how a lot of subsequent fantasy was written: basically as unimaginative knock-offs. And not only that, but knock-offs written in a weirdly anachronistic style, a sort of quasi-King James-ian English that I find cringe-inducing. Kinda like Thor in Marvel comics. Tolkien's prose is famously contrived and archaic, but he makes it work because his stories, at their best, attain the grandeur of actual myth and so his weird writing style becomes a feature rather than a flaw. I can't immediately think of any other writer who has come close to pulling it off, and a whole lot who try and fail.

Edit: Maybe Frank Herbert and Marion Zimmer Bradley.
 

Though we really can't blame Tolkien for that. He did nothing wrong, in that regard at least.

We would have gotten uninspired knockoffs that copy the form but not the substance from any fantasy book that made a big breakthrough.

"Clonan" is a term Sword & Sorcery fans actually occasionally use.
 

Coming late to the party, I just want to make a simple point. Tolkien's Middle Earth may have few magic-users or magic items, but since the stories chronicle exceptional events, there is actually a high proportion of magic items and people in the stories. And it is the stories that influence Fantasy in general and DnD specifically, not the lore of the setting. So even if Middle Earth is low magic, the effect of Tolkiens works is actually mid to high magic.
 

I do concede that Elfs and Dwarfs and Orcs have been remolded into the Tolkien form though, which is a pity, though it does seem things are starting to change (eg Elfs being acknowledged as fey, harking back to the tuatha de Danann)
I think it depends on "when" in D&D history. Gygax's dwarves and elves had far more in common with Anderson and his approach in 3 Hearts & 3 Lions which was contemporaneous to The Hobbit and a massive influence on D&D. The werewolf approach, the troll, the paladin, alignments come from 3H&3L. Elves being "chaotic good" is rooted in the approach to elves in Anderson as well where they are sketchy and aligned with the fey world (chaos) but their otherworldly nature masks a less nefarious intent than others aligned with the "old ways" in an essentially Christian universe such as OD&D was written in with the clerics and approach to Law being, well, Christianity.
 

Tolkien and Howard are apples and oranges. They are wildly different writers who wrote for different markets, in different countries, and in different (sub)genres of fantasy. I've read Tolkien and Howard multiple times. I love them both!
Agreed on all counts. I think REH's prose is underrated, evoking both Jack London and Edgar Allan Poe to my eyes.

I suspect that even outside of his writing, REH's The Hyborian Age essay has had a massive influence on RPGs in how they approach world-building. It practically reads like the history section of an RPG.

Perhaps we need a separate thread on reassessing Howard's influence?
 

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