This year, I’ve been making a concerted effort to track down and read some books from Appendix N, as well as from the comparable lists from Pathfinder, from 5e 2014, from Dolmenwood, from Numenera, and honestly from every TTRPG in my collection I could find a list for. I also wrote a list of some media I find inspirational when I make up stories for my players.
So far this year, I’ve finished 34 books; not all have been on one of the list but many have. And I’ve copied those lists into a notebook and noted both the similarities and the differences even between games that share a lot of DNA like AD&D, 5e, and Pathfinder. It got me thinking. What are we saying about our games when we list those things?
The Original Appendix N
Appendix N gets talked about a lot in TTRPG spaces online, especially those dedicated to the OSR. Dungeon Crawl Classics uses the name Appendix N as a shorthand to refer to its slightly gonzo styling. Goodman Games even has a blog section dedicated to the books. But what is Appendix N and what’s on it and what does that mean?
What’s on Appendix N is largely a who’s who of pulp fantasy writers: Robert E. Howard, Edgar Rice Burroughs, A. Merritt. There are also some pulp horror writers: H.P. Lovecraft, Clark Ashton Smith, August Derleth. There are even a couple authors who before looking in the direction of titles included, I’d think of more as science fiction authors than of fantasy: Poul Anderson and Andre Norton.
Okay, so we have a lot of pulp adventure. So what?
Well, let’s think of some of the most well-known examples of early D&D play. To me, things like the Keep on the Borderlands, Tomb of Horrors, and Jennell Jaquays’s fantastic Caverns of Thracia. The intended campaign, as expressed through the examples given by TSR, was an episodic one. Think of a hero like Conan. We might learn a thing or two of his backstory, but by and large he arrives to the story fully formed, solves a problem, and moves onto the next place and the next problem. And most of the pulp fantasy listed in Appendix N follows that same idea, character who is mostly an archetype arrives at a place, solves a problem, and moves on to the next place.
And so we see in that early D&D that we generally roll up characters that are competent at their jobs, they arrive at a place that has a problem, they solve the problem, they move onto the next place which may not have anything to do with the problem or location we saw here. The throughline of the campaign is the recurring characters of the PCs having their episodic adventures.
Fifth Edition, Forgotten Realms, Modern Fantasy Trends
While Pathfinder predates Fifth Edition, it does certain things differently so I’ll address Fifth Edition first.
By and large, Fifth Edition’s Appendix E modernizes the list given in AD&D Appendix N. It gives specific titles to seek out for authors who were previously addressed only by name, and updates the list to include authors who were not published (maybe not even born) in 1977.
Twenty-first century authors like Brandon Sanderson and Patrick Rothfuss join the list, alongside changes to point you toward Clark Ashton Smith alongside H.P. Lovecraft or that to experience Manly Wade Wellman, you should read The Golgotha Dancers.
There is still a lot of pulp here, since Appendix N was all pulp adventure. But the new stuff does not carry that same episodic pulp vibe. Here we add The King-Killer Chronicles, the Wheel of Time, A Song of Ice and Fire, Shanarra, Dragonlance, Earthsea, and Mistborn. This is a shift from the earlier episodic pulp adventure to heroic and epic fantasy. These are stories that stick with a small core group through a single ongoing quest and plot.
And we see that shift in inspiration reflected in what the default mode of play handed out by Wizards of the Coast becomes. Even the Starter Set’s Lost Mine of Phandelver is a multi-level journey to track down a missing person that morphs into a quest to take down a villain that leads to various locales. Then, with the first official adventures released after the full launch, we get the Tyranny of Dragons duology in Hoard of the Dragon Queen and Rise of Tiamat. These set a standard for a Fifth Edition campaign that you begin as lowly level one adventurers and through one single ongoing plot line uncover related but growing threats that take you to the godlike powers of high level D&D. Like Vin in Mistborn who begins as a member of a street thug group and grows to take on first the ruler of the city, then eventually a god. Or like Rand Al’Thor and his ascent from farm kid to The Dragon Reborn.
And we see a shift here in the assumed setting of D&D. Greyhawk was largely created as a patchwork of these different dungeon locations that were largely dealt with in passing mentioned as landmarks you found yourself near as the module introduced the new hole in the ground (this one is a nasty smelly one, not a comfortable Hobbit hole). In contrast, Fifth Edition (at least the 2014 version) selected the Forgotten Realms as its default setting, giving characters a selection of Forgotten Realms deities as defaults in the core rules, and with all the hardcover adventures released taking place there (though generally with a small paragraph near the beginning on how a DM could rewrite the giant book to make it fit elsewhere). The Forgotten Realms is a Middle Earth to AD&D’s Hyborian Age. There is generally a single giant metaplot during any given season of play with all releases tailored to it. The Realms are full of plot and the plot carries the story rather than the player characters.
And generally that plot is big bad evil guy is doing big bad evil thing and you need to go collect the MacGuffins to stop the terrible apocalypse. Like taking the Ring to Orodruin. Or like finding the Sword of Shannara. The standard variety of play has shifted in the decades D&D has existed and we can see some of the new inspirations that have helped make that shift reflected in its curated list of inspirations.
Pathfinder’s Eclectic List
Like I said before, Pathfinder did things a little differently from Fifth Edition. It did update Appendix N with more modern stories. It included A Song of Ice and Fire before Fifth Edition did. But it did not only modernize the list. It widened the genres to which it looked for inspiration. It also looked backward for earlier stories as well.
Where Fifth Edition added Sanderson and Rothfuss, Pathfinder added Homer and Hugo. Where Fifth Edition added Shannara and Dragonlance, Pathfinder added Hellraiser and the Scottish Play.
And, as a huge fan of the Golarion (or Lost Omens) setting, I honestly see exactly where a lot of these choices fit in. Pathfinder may trend closer to Fifth Edition in its lean toward the long-form campaign built around a single story. After all, Pathfinder started off as a campaign setting and series of level 1-20 Campaign Paths for D&D 3.5e. The inspirations for that setting then stayed in mind when Paizo revised 3.5 to create Pathfinder.
And I can see the Barker influence in a place like Cheliax with its demon worship or Razmiran with its living God Dictator. I can definitely see the Les Mis influence in Galt with its French Revolution styling and magical guillotines. Places like the Saga Lands also give a more sword and sandals pulp vibe. Pathfinder’s Inner Sea region is a varied place with varied stories to tell, and it makes sense that the inspirations that came into it are similarly varied.
Anyway, these are some of the things I’ve noticed while reading through these lists. Have you noticed anything similar when looking at curated lists of inspiration for your games?