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The Subway Test

~ Joe Pitkin's stories, queries, and quibbles regarding the human, the inhuman, the humanesque.

The Subway Test

Tag Archives: Dungeons & Dragons

Dungeons & Dragons and the Trap of High Fantasy

24 Monday Jul 2023

Posted by Joe in Dungeons and Dragons, fantasy, Games, Literary criticism, Musings and ponderation, Uncategorized, YA fantasy

≈ 1 Comment

Tags

D&D, Dungeons & Dragons, fantasy, Fritz Leiber, high fantasy, Lord of the Rings, LOTR, Michael Moorcock, Robert E Howard, sword and sorcery, swords and sorcery, Tolkien

In a post of mine from a couple of weeks back, I mentioned as an aside my preference for the gritty, noir quality of sword & sorcery fantasy over the flash and bombast of high fantasy. As I’ve reflected on that offhand comment over the last days, I’ve wondered precisely what I meant by it. And I’ve wondered, both as a fantasy writer and a teacher of a fantasy and science fiction literature class, whether I even know what I mean by the terms high fantasy and sword & sorcery.

I’m not the only one to struggle with what seem like ill-defined terms. As the Wikipedia page on low fantasy argues, the distinction between high and low fantasy rests on where the action takes place: if the fantasy story takes place on another world (or a hidden world within this world), then it is high fantasy; if the action takes place in this world, then it is low fantasy. But this is hardly everyone’s definition: for many, the distinction between high fantasy and low fantasy involves the role of magic and morality in the story, not the question of where the story takes place. As the same Wikipedia page helpfully explains, “Thus, some works like Robert E. Howard‘s Conan the Barbarian series can be high fantasy according to the first definition but low fantasy according to the second.”

Fafhrd and the Gray Mouser have the same problem. . .but high fantasy or not, Dark Horse’s omnibus edition is coming soon!

So what did I mean when I said I preferred sword & sorcery to high fantasy? Well, here’s what I talk about when I talk about high fantasy: the world of the high fantasy novel or game is a cosmic battleground between the powers of good and evil. Magic is common, perhaps ubiquitous. The protagonists of the story or game–who are good–forge alliances and fellowships with other good creatures (often, and maybe usually, including elves, who often, maybe usually, represent an extreme incarnation of western beauty standards), who are locked in a mortal struggle with a host of evil creatures in the service of an even more evil master. If it sounds like I am describing The Lord of the Rings, I am: Tolkien’s work is usually held up as the type specimen of high fantasy. Many of the great high fantasy franchises you may be familiar with–like J.K. Rowling’s Harry Potter, The Inheritance Cycle of Christopher Paolini, Lloyd Alexander’s Chronicles of Prydain, and the Forgotten Realms setting of Dungeons & Dragons–are influenced by Tolkien’s cosmology. Some are downright derivative, little more than Tolkien reskins.

Behold, good folk, your hot ally has arrived. Legolas cosplay at Chicago Comic Con 2014, Photographer Gabbo T

Sword & Sorcery, by contrast, involves fewer world-spanning struggles between good and evil; instead, sword and sorcery focuses more on the trials and adventures of a single adventurer or a handful of them. Those adventurers are not “good” in the sense that high fantasy uses the term. Rather, “heroes” of sword & sorcery fantasy are typically a bundle of contradictions, a mix of noble and base impulses–often, much like the characters of hard-boiled detective fiction, they are just conflicted people trying to get a dirty job done. In short, sword & sorcery protagonists are a lot more like us, at least on the inside.

Magic, too, is less flashy, and far less common, in the typical sword & sorcery story. Unlike high fantasy, where in many franchises practically everybody can shoot lightning bolts and fly about like the superheroes of an MCU movie, magicians in sword & sorcery are rare, misunderstood, and mysterious figures. They are often sinister or at least morally compromised, as though magical power itself involves a deep and unsavory moral choice. They are far likelier to act as antagonists in the story, representatives of a shadowy corruption that it’s the protagonist’s job to resist.

Many of the classic heroes of sword & sorcery literature–Conan, Fafhrd and the Gray Mouser, Elric–had their heyday over forty years ago. And it’s probably been since the 1980s that I really read those books voraciously. There is no doubt that some of the writers’ underlying assumptions about gender and race have not aged well at all (of course, the same has certainly been said, fairly or not, about Tolkien’s work). In calling for a renaissance of sword & sorcery, I’m not arguing for a return of the passive, white-skinned, Frazetta-drawn “chainmail bikini” damsel in distress to fantasy literature. Sword & sorcery is cool for a totally different set of reasons, reasons which I believe are separable from the socially retrograde ideas of some of the original sword & sorcery creators.

Rather, what sword & sorcery offers, and what I wish Dungeons & Dragons would take more seriously, is moral complexity. Instead of simplistic good-vs.-evil alignments and the racial essentialism of “savage orcs” and “cultured elves,” I’d like to see more D&D that presents players with competing visions of the good, with life a series of tradeoffs to be made rather than a body of questions that one gets right or wrong. I’d like to see a magic system where the costs of devoting oneself to magic–or even wielding a magic item–are high enough that not every player will pursue magic power.

Dungeons & Dragons isn’t really built around those ideas. Too much about alignment and race and magic in D&D seem to assume a high fantasy worldview, and most D&D creators and players clearly seem more comfortable in a Tolkien-inflected high fantasy world. But one of the things I love about the current edition of D&D–and which I hope will continue in the coming version–is the game’s open environment for modifying, for mixing-and-matching. D&D today is more like a great set of cookbooks than a list of prescriptive instructions. And, just as it would be a lot of ridiculous work to prepare every recipe in a cookbook at the same time, most good dungeon masters know not to use every class and race and monster and option presented in the D&D books, at least not at the same time. One can make a sword & sorcery campaign in D&D; it’s just a matter of removing a few of the million options presented in the books.

There is a lot that I still love about high fantasy. I still attend Tolkien’s Birthday Bash every January at McMenamins Kennedy School in Portland to watch 6-13 straight hours of LOTR movies. But I prefer to think of the world we live in as something other than a cosmic battle between pure good and pure evil. And I like my storytelling and games, no matter how fantastic, to say something about the world as it is, not the world that black-and-white thinkers imagine that it is.

Birthplace of the Thieves’ Guild

09 Sunday Jul 2023

Posted by Joe in Dungeons and Dragons, fantasy, Journeys, Literary criticism, Musings and ponderation

≈ 6 Comments

Tags

Cervantes, Dungeons & Dragons, fantasy, Fritz Leiber, Thieves' Guild

Followers of this blog are familiar with my deep Dungeons & Dragons nerdity. I certainly felt the nerd in me rising over the last couple of weeks during my first ever trip to Spain: it’s hard not to be reminded of D&D when there is an ancient castle on every hill and a painting of knights in every church.

But one of the greatest D&D connections on this trip was unexpected to me. We managed to spend two glorious, sweltering days in Seville, “the frying pan of Spain,” and I was brought face to face with the literary roots of the thieves’ guild.

Skyline of Seville from the Giralda Tower. Photo Carlyn Eames

Many people, even non-D&D players, are aware of how many ideas from D&D were lifted whole cloth from Lord of the Rings: elves, dwarves, orcs, halflings, rangers. But the idea of the thieves’ guild–which is so central to D&D’s concept of the rogue–has no antecedent in Tolkien’s work. So far as I know (and please correct me, fantasy nerds, if you have a better story) the original thieves’ guild in fantasy comes from the work of Fritz Leiber, one of the titans of swords and sorcery fantasy. (By the way, I far prefer Leiber’s gritty, noir-ish vibe of swords and sorcery fantasy to the Wagnerian bombast of high fantasy–but that’s a subject for another post). Leiber’s odd-couple duo of Fafhrd and the Gray Mouser often had to tangle with the thieves’ guild of Lankhmar, and so many of the details of that story made their way into D&D (and into Terry Pratchett’s Discworld, and The Elder Scrolls, and Assassin’s Creed, and a thousand other fantasy franchises). By the way, Dark Horse is publishing a new omnibus of Fafhrd and the Gray Mouser in early 2024–I’m very excited to get my hands on it!

But where did Leiber’s concept of the thieves’ guild come from? I don’t know, and it may be impossible to know, but it’s almost certain that Leiber pulled the idea from earlier literature rather than from any historical criminal organization (which were generally gangs rather than guilds in the D&D sense).

The earliest literary treatment of the thieves’ guild that I am familiar with is Cervantes’ delightful story “Rinconete and Cortadillo,” which follows two likeable young rogues to the city of–you guessed it–Seville, where they get recruited into a hilarious (and oddly pious) thieves’ guild. Seville was, in Cervantes’ day, a kind of boom town and very much a city on the make, swollen with silver that the Spanish crown had plundered from the Americas. For about a hundred years or so, it was probably the wealthiest city in Europe (as well as a pretty gritty place).

The Seville tomb of a far less likeable rogue. Photo Carlyn Eames

When we visited, it was just charming and hot. But everywhere we looked, there were plaques memorializing events that appeared in Cervantes’ life and in “Rinconete and Cortadillo,” from Cervantes’ years in debtor’s prison (ironically, there’s a bank on the site now) to the spot on the cathedral steps where Cortadillo steals the sacristan’s handkerchief. We had our hotel room in the Casco Antiguo, right in the neighborhood where Rinconete and Cortadillo had their territory in the story. The whole experience lined up Cervantes with Leiber with Dungeons & Dragons in my soul like a wonderful convergence of nerdly planets.

Seville loves these plaques. Photo Carlyn Eames

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