Weird Tales Magazine called itself “The Unique Magazine” and
it wasn’t an idle boast, either. Widely considered one of the greatest pulp
magazines of all time, it premiered in 1922 as a ghost and supernatural pulp and
quickly went into debt, as it was unable to find its audience. When a Shakespearean
scholar named Farnsworth Wright took the editorial reins in late 1924 (himself
installed by the magazine’s new owners), he heralded the Golden Age of Weird Tales by introducing the small but
dedicated readers to some of the most important fantasy writers of the
twentieth century.
REH's Conan was one of the most popular series in the magazine. |
Of singular note are the Three Musketeers of Weird Tales: H.
P. Lovecraft, Clark Ashton Smith, and Robert E. Howard; Other less
distinguished but no less important authors included: C.L. Moore, Ray Bradbury,
Robert Bloch, Seabury Quinn, Frank Belknap Long, August Derleth, A. Merritt,
Fritz Lieber, Manly Wade Wellman, and so many others, just to name a few.
Why should you care? Well, if you are an Appendix N Junkie
(or Appendix E for you fifth edition folks), or maybe you’re merely interested
in the history and development of the game, then Weird Tales Magazine is
the Dead Sea Scrolls of D&D. You probably already recognized those names
above as a significant who’s who for the original Appendix N.
Reading is not only fundamental, it’s required to play Dungeons
& Dragons, and the experience of play was always intended to be akin
to, if not adjacent to, a literary experience. Modern movies and television and
increasingly-sophisticated video games tend to blur and conflate the chain of
custody between gaming and literature, to our detriment, I think. Case in
point; my current players relate all of their commentary in meta-game to
playing Skyrim.
Sahuagin! No, Kuo Toa! Wait a minute... |
This has an advantage in that you can play off of those
expectations; my thieves’ guild is so much more vast, intricate, and
interesting than the little gang of ne’er-do-wells in Skyrim that it
blew the players’ minds when they discovered it, and just how vast and
sprawling it really was. But that’s not hard to do. I mean, as cool as Skyrim
is (I guess), nothing beats me at the table, doing my thing, and creating
worlds that these guys live in.
Now, I told you that to tell you this: at least half, if not
more, of my long-running campaign world is admiringly appropriated from much
better writers than me. That was one of the dirty little secrets of the Old
School Renaissance; players and DMs would gleefully steal any idea not nailed
down, and even then, some of them brought a crowbar, just in case. I mentioned
this previously when talking about the movie Beastmaster.
But the real stuff, the books and stories from Weird
Tales magazine? Those decorated authors? That’s uncut, high end, mainline
good shit, right there. What makes this so ironic is that, over time, Dungeons
and Dragons had drifted—some would say by necessity, and others would say
by design—away from being derivative of Conan, Elric, Lord of the Rings, etc.
and into its own world that is ultimately unique unto itself…but also, and this
is strictly my opinion here, very vanilla. D&D has, over forty years, become
a kind of default setting catch-all fantasy world that is not bad, not at all,
but it’s lacking some of the bumps and scrapes and dents and dings that first
edition D&D had. Scars are sexy, and the early D&D was a Frankenstein’s
monster that wore all of its influences on its sleeves…and its arms…and its
face…and its body…
The most immediate influences upon AD&D were probably de Camp & Pratt, R. E. Howard, Fritz Leiber, Jack Vance, H. P. Lovecraft, and A. Merritt; but all of the above authors, as well as many not listed, certainly helped to shape the form of the game. For this reason, and for the hours of reading enjoyment, I heartily recommend the works of these fine authors to you.
- E. Gary Gygax, from the AD&D Dungeon Masters Guide