In 1978, The Dragon’s editor, while defending his decision to include fiction in his magazine’s pages, contended that roleplaying gaming “required large amounts of stimulation to ensure fresh and viable campaigns.”[1] As the hobby matured, and perhaps became increasingly self-referential to some degree, players and designers continued to draw upon their common literary and cultural heritage for inspiration and vigor.
This author contends that delving into the literary and cultural sources of roleplaying games not only provides a useful, and at least entertaining, dimension to our hobby, but that these sources are limitless fountains, offering a wealth of inspiration and wonder worth the seeking.
None of this culture exists in some vacuum or as a static thing in some museum, provided there is still some player with it in mind on some stage or at a table or desk, somewhere. Just as the creative process involves more than novelty seeking, and isn’t as original as some would have you believe; just as Shakespeare worked from Chaucer, Gower, folk lore, and medieval and classical texts, so does any player or designer looking to keep their narratives “fresh and viable.” This Appendix N Plus will delve into the sources and beyond. No single post should be read as a final word, as if the story were complete and told and done. It is a work in progress, the evolving results of research, a journey, if you will.
[1] Kask, Tim. (Editor’s Foreword). The Dragon. 1978, Vol. 3, No. 2.