D&D General What were the true influences of "Appendix N"?

SothFan

Explorer
Discussion is being had about multiple incarnations of this, bibliography of sorts. Seems each version of the game had the author include inspirational material which they drew parallels to certain aspects of the game.

For the uneducated, what were the direct influences these inspiring materials had on: theme, rules, setting, nature of play, etc?


Influences:
Reynard: Magic, Jack Vance (Vancian)
VashVet: Guilds, Fritz Leiber
Twiggly: Paladin, Poul Anderson; Moorecock, Law and Chaos

.
 
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I'll go for the low hanging fruit: it is called "Vancian casting" for a reason. While D&D magic use has never looked exactly like that in Jack Vance's Dying Earth series, it does take the cue of memorization from that series. The idea that a spell is a complex formula that must be committed to the mind and is then forgotten once it has been completed in the moment is based on Vance.
 

In the first of Vance's Tales of the Dying Earth, Turjan of Miir, the eponymous protagonist carries a "blade" -- a sword requiring no further description.

This passage deserves further study by players of our shared hobby:

As he sat gazing across the darkening land, memory took Turjan to a night of years before, when the Sage had stood beside him.​
​
"In ages gone," the Sage had said, his eyes fixed on a low star, "a thousand spells were known to sorcery and the wizards effected their wills. Today, as Earth dies, a hundred spells remain to man's knowledge, and these have come to us through the ancient books ... But there is one called Pandelume, who knows all the spells, all the incantations, cantraps, runes, and thaumaturgies that have ever wrenched and molded space .. ." He had fallen silent, lost in his thoughts.​
​
"Where is this Pandelume?" Turjan had asked presently.​
​
"He dwells in the land of Embelyon," the Sage had replied, "but where this land lies, no one knows."​
​
"How does one find Pandelume, then?"​
​
The Sage had smiled faintly. "If it were ever necessary, a spell exists to take one there."​
​
Both had been silent a moment; then the Sage had spoken, staring out over the forest​
​
"One may ask anything of Pandelume, and Pandelume will answer—provided that the seeker performs the service Pandelume requires. And Pandelume drives a hard bargain."​
​
Then the Sage had shown Turjan the spell in question, which he had discovered in an ancient portfolio, and kept secret from all the world.​
​
Turjan, remembering this conversation, descended to his study, a long low hall with stone walls and a stone floor deadened by a thick russet rug. The tomes which held Turjan's sorcery lay on the long table of black steel or were thrust helter-skelter into shelves. These were volumes compiled by many wizards of the past, untidy folios collected by the Sage, leather-bound librams setting forth the syllables of a hundred powerful spells, so cogent that Turjan's brain could know but four at a time.​
​
Turjan found a musty portfolio, turned the heavy pages to the spell the Sage had shown him, the Call to the Violent Cloud. He stared down at the characters and they burned with an urgent power, pressing off the page as if frantic to leave the dark solitude of the book.​
​
Turjan closed the book, forcing the spell back into oblivion. He robed himself with a short blue cape, tucked a blade into his belt, fitted the amulet holding Laccodel's Rune to his wrist. Then he sat down and from a journal chose the spells he would take with him. What dangers he might meet he could not know, so he selected three spells of general application: the Excellent Prismatic Spray, Phandaal's Mantle of Stealth, and the Spell of the Slow Hour.​
​
He climbed the parapets of his castle and stood under the far stars, breathing the air of ancient Earth ... How many times had this air been breathed before him? What cries of pain had this air experienced, what sighs, laughs, war shouts, cries of exultation, gasps…​
​
The night was wearing on. A blue light wavered in the forest. Turjan watched a moment, then at last squared himself and uttered the Call to the Violent Cloud.​
​
All was quiet; then came a whisper of movement swelling to the roar of great winds. A wisp of white appeared and waxed to a pillar of boiling black smoke. A voice deep and harsh issued from the turbulence.​
​
"At your disturbing power is this instrument come; whence will you go?"​
​
"Four Directions, then One," said Turjan. "Alive must I be brought to Embelyon."​
​
The cloud whirled down; far up and away he was snatched, flung head over heels into incalculable distance.​
​
Four directions was he thrust, then one, and at last a great blow hurled him from the cloud, sprawled him into Embelyon.​
​
Turjan gained his feet and tottered a moment, half-dazed. His senses steadied; he looked about him.​
​
He stood on the bank of a limpid pool. Blue flowers grew, about his ankles and at his back reared a grove of tall blue-green trees, the leaves blurring on high into mist. Was Embelyon of Earth? The trees were Earth-like, the flowers were of familiar form, the air was of the same texture ... But there was an odd lack to this land and it was difficult to determine. Perhaps it came of the horizon's curious vagueness, perhaps from the blurring quality of the air, lucent and uncertain as water. Most strange, however, was the sky, a mesh of vast ripples and cross-ripples, and these refracted a thousand shafts of colored light, rays which in mid-air wove wondrous laces, rainbow nets, in all the jewel hues. So as Turjan watched, there swept over him beams of claret, topaz, rich violet, radiant green. He now perceived that the colors of the flowers and the trees were but fleeting functions of the sky, for now the flowers were of salmon tint, and the trees a dreaming purple. The flowers deepened to copper, then with a suffusion of crimson, warmed through maroon to scarlet, and the trees had become sea-blue.​
​
"The Land None Knows Where," said Turjan to himself. "Have I been brought high, low, into a pre-existence or into the after-world?" He looked toward the horizon and thought to see a black curtain rising high into the murk, and this curtain encircled the land in all directions.​
 

In the first of Vance's Tales of the Dying Earth, Turjan of Miir, the eponymous protagonist carries a "blade" -- a sword requiring no further description.

This passage deserves further study by players of our shared hobby:

As he sat gazing across the darkening land, memory took Turjan to a night of years before, when the Sage had stood beside him.​
​
"In ages gone," the Sage had said, his eyes fixed on a low star, "a thousand spells were known to sorcery and the wizards effected their wills. Today, as Earth dies, a hundred spells remain to man's knowledge, and these have come to us through the ancient books ... But there is one called Pandelume, who knows all the spells, all the incantations, cantraps, runes, and thaumaturgies that have ever wrenched and molded space .. ." He had fallen silent, lost in his thoughts.​
​
"Where is this Pandelume?" Turjan had asked presently.​
​
"He dwells in the land of Embelyon," the Sage had replied, "but where this land lies, no one knows."​
​
"How does one find Pandelume, then?"​
​
The Sage had smiled faintly. "If it were ever necessary, a spell exists to take one there."​
​
Both had been silent a moment; then the Sage had spoken, staring out over the forest​
​
"One may ask anything of Pandelume, and Pandelume will answer—provided that the seeker performs the service Pandelume requires. And Pandelume drives a hard bargain."​
​
Then the Sage had shown Turjan the spell in question, which he had discovered in an ancient portfolio, and kept secret from all the world.​
​
Turjan, remembering this conversation, descended to his study, a long low hall with stone walls and a stone floor deadened by a thick russet rug. The tomes which held Turjan's sorcery lay on the long table of black steel or were thrust helter-skelter into shelves. These were volumes compiled by many wizards of the past, untidy folios collected by the Sage, leather-bound librams setting forth the syllables of a hundred powerful spells, so cogent that Turjan's brain could know but four at a time.​
​
Turjan found a musty portfolio, turned the heavy pages to the spell the Sage had shown him, the Call to the Violent Cloud. He stared down at the characters and they burned with an urgent power, pressing off the page as if frantic to leave the dark solitude of the book.​
​
Turjan closed the book, forcing the spell back into oblivion. He robed himself with a short blue cape, tucked a blade into his belt, fitted the amulet holding Laccodel's Rune to his wrist. Then he sat down and from a journal chose the spells he would take with him. What dangers he might meet he could not know, so he selected three spells of general application: the Excellent Prismatic Spray, Phandaal's Mantle of Stealth, and the Spell of the Slow Hour.​
​
He climbed the parapets of his castle and stood under the far stars, breathing the air of ancient Earth ... How many times had this air been breathed before him? What cries of pain had this air experienced, what sighs, laughs, war shouts, cries of exultation, gasps…​
​
The night was wearing on. A blue light wavered in the forest. Turjan watched a moment, then at last squared himself and uttered the Call to the Violent Cloud.​
​
All was quiet; then came a whisper of movement swelling to the roar of great winds. A wisp of white appeared and waxed to a pillar of boiling black smoke. A voice deep and harsh issued from the turbulence.​
​
"At your disturbing power is this instrument come; whence will you go?"​
​
"Four Directions, then One," said Turjan. "Alive must I be brought to Embelyon."​
​
The cloud whirled down; far up and away he was snatched, flung head over heels into incalculable distance.​
​
Four directions was he thrust, then one, and at last a great blow hurled him from the cloud, sprawled him into Embelyon.​
​
Turjan gained his feet and tottered a moment, half-dazed. His senses steadied; he looked about him.​
​
He stood on the bank of a limpid pool. Blue flowers grew, about his ankles and at his back reared a grove of tall blue-green trees, the leaves blurring on high into mist. Was Embelyon of Earth? The trees were Earth-like, the flowers were of familiar form, the air was of the same texture ... But there was an odd lack to this land and it was difficult to determine. Perhaps it came of the horizon's curious vagueness, perhaps from the blurring quality of the air, lucent and uncertain as water. Most strange, however, was the sky, a mesh of vast ripples and cross-ripples, and these refracted a thousand shafts of colored light, rays which in mid-air wove wondrous laces, rainbow nets, in all the jewel hues. So as Turjan watched, there swept over him beams of claret, topaz, rich violet, radiant green. He now perceived that the colors of the flowers and the trees were but fleeting functions of the sky, for now the flowers were of salmon tint, and the trees a dreaming purple. The flowers deepened to copper, then with a suffusion of crimson, warmed through maroon to scarlet, and the trees had become sea-blue.​
​
"The Land None Knows Where," said Turjan to himself. "Have I been brought high, low, into a pre-existence or into the after-world?" He looked toward the horizon and thought to see a black curtain rising high into the murk, and this curtain encircled the land in all directions.​
Typical fantasy author: describe nothing but flowers and trees...
 

Thematically, Fritz Leiber’s Fafhrd and The Grey Mouser are what I think of when I think a D&D player character. If ever you had players who you’d describe as “chaos monkeys” or ne’er do wells rather than heroes, you’d see the same kinds of things in Leiber’s stories. There’s plenty of other aspects, though I don’t know if they necessarily originated with Leiber: The strong city setting as a character, the thieves guilds, the sense of corruption and the main characters being a part of that setting. The combination of comedy and fantasy was also a big factor in these stories. It’s so easy to imagine their stories as D&D adventures in my mind.
 

I read that Gygax choose the vancian system because it look like arrows in a quiver and before a battle you choose which arrows you put in there. Very in line with his wargame experience.

Appendix N at the time was probably books he read and find inspiring.
Those books were not wide audience.
Today fantasy genre is now largely diffused. After the books and the movie of Harry Potter every kids have an idea of what can be a magic school, a charm, and an evil wizard.

So the appendix N is less mandatory and more vintage.
 

Thematically, Fritz Leiber’s Fafhrd and The Grey Mouser are what I think of when I think a D&D player character. If ever you had players who you’d describe as “chaos monkeys” or ne’er do wells rather than heroes, you’d see the same kinds of things in Leiber’s stories. There’s plenty of other aspects, though I don’t know if they necessarily originated with Leiber: The strong city setting as a character, the thieves guilds, the sense of corruption and the main characters being a part of that setting. The combination of comedy and fantasy was also a big factor in these stories. It’s so easy to imagine their stories as D&D adventures in my mind.
I think @SothFan is actually asking about how the influences made it into the game, and in what form (which is why I started with the easy one of Vancian casting).

I am actually curious about how the thief came to be and what material directly influenced its various abilities. By the time I discovered D&D in the early 80s, the thief was a staple. But it was not in the first iteration of the game so something must have inspired it.
 



I won’t pretend to be a huge expert on Appendix N works but I have read some of them. While the stories of modern fantasy and D&D have tonal shifts away from these earlier works I think we can still see some lasting impacts on D&D they have had. some have been mentioned above already, but to summarize the ones I’m familiar with:

Three Hearts and three Lions: Paladins, DnD-esque trolls

Zelazny’s Amber: multiverses, planar shifting, chaos magic

Stormbringer: Elementals, a myriad of demons, The pinnacle sentient soul stealing sword, Law vs Chaos vs Neutrality on a cosmic level, summoning spells, more plane shifting and multiverses, and maybe some of the DNA that would lead to warlock pacts (Elric and Arioch)

Lord of the Rings: Playable dwarves, elves, and wizards. The existence of halflings and orcs, half-orcs, and half-elves. Cursed magic items. Rangers. The quintessential idea of the adventuring party. Wights and Wraiths (undead). Exploring dungeons (Moria). At least 1 type of demon (the “balor” who descends from the balrog)

Fahfrd and Grey Mouser: urban adventures, rogue player characters, the city of Greyhawk, dungeon delving for treasures, undead tomb guardians, acquisition of magic items, and maybe even multiclassing (the Mouser began as an apprentice mage and could do a bit of hedge magic).

edit: I almost forgot Vancian magic from Dying Earth, but that’s already been discussed in more detail above me.

And this is all considering that my list isn’t comprehensive!
 

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