By
the 1970s the Sword & Sorcery boom was in full swing, with books
and comics both adapting older works and creating their own. After
Conan the Barbarian in 1980 movies got in on the act, and it
was inevitable that the genre would extend its reach into other
media. One of the most influential on the longevity of the style was
the advent of fantasy games.
Fantasy
role-playing games grew out of the tabletop warfare simulations that
had been a hobby since the 1780s and had grown immensely in
popularity through the 19th century. It was after WW2
that the market for wargames exploded, and soon enough people started
looking for new things. The popularity of fantasy in the 60s and
onward provided an obvious outlet. Tolkien’s Lord of the Rings
trilogy provided many examples of epic battles, and imitators like
Sword of Shannara doubled down on the big war sequences in
line with the tastes of the time.
Because
Tolkien, for all his heroic trappings, was not a fan of war as
entertainment. He had served in the trenches of the Great War and
lost friends. He did not glorify violence in his work. Other
fantasy authors were, however, glad to make up for that. The strain
of violent, darker “heroic fantasy”, descended from Howard and
the pulp writers, was there to step into the breach.
Dungeons
and Dragons was the first real fantasy role-playing game. After
first attempting to make rules for fantasy armies, Gary Gygax and
Dave Arneson created rules for playing an individual fantasy
character, and the tabletop RPG was born.
Despite
the amount of Tolkien influence on the worldbuilding of D&D
– halflings, elves, rangers, etc – the gameplay owes much more of
a debt to Sword & Sorcery tropes and styles. After all, while
many players aspired to fight evil and do battle against powerful
foes in a fully-realized High Fantasy realm, the truth of play was
much different as the game was first written. Players dreamed of
high fantasy, but that’s not what the game really simulated.
Because
the world and play of D&D was pretty much the model for
every kill-and-loot game since then, whether on paper or in video
games like Gauntlet or Diablo. The whole point was to
make your way through an underground maze, kill monsters, and take
the treasure they left behind. There was some hand-waving towards
good vs evil, but really, the moral waters of the original game were
pretty muddy. It was a world with gods and heroes and devils and
sorcerers, but rather than strictly good vs evil, it was much more
players versus everyone else.
That
is much more an S&S kind of setup, and even the image on the
famous cover of the original Players Handbook depicted a scene right
out of a Howard story: the heroes raiding a temple of lizard men,
looting the treasure as they planned for the next attack. That is a
scene that could have taken place in any S&S tale from the pulp
days, and there are any number of tales by Howard or Leiber about the
brave heroes venturing into some ancient ruin or haunted wilderness
in search of gold and jewels.
In
its earliest days, D&D required a very S&S kind of
play – characters wandering from ruin to ruin, plumbing down into
caverns and lost temples, killing anything in their path and then
looting anything that was not nailed down. That is not a High
Fantasy approach, it is explicitly rooted in the moral ambiguity and
noir sensibilities of Sword & Sorcery.
When
D&D blew up in popularity in the 80s, it got a whole
generation accustomed to the tropes and feel of the pulps, and sent a
lot of them hunting through libraries for classic works listed in the
D&D bibliography for inspiration. I think more than shape the
course of the genre as a whole, D&D had a big part in
making sure there was an audience for it. A generation grew up
dreaming about dungeons and ruins and swords and magic and monsters,
and that made sure that the appetite for Sword & Sorcery
adventure stayed fresh.
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