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Between Appendix N and Pink Slime

8/13/2019

8 Comments

 
I was introduced to D&D in 1994, during my freshman year of high school. 

I had no idea what to expect going in. The sum total of my exposure to D&D up to that point was vague memories of the old cartoon, half-remembered rumors about the Satanic Panic of the 1980's, and multiple viewings of Charles Band's glorious, b-movie masterpiece, The Dungeonmaster.
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​I knew nothing about the game itself, except for the fact that the DM—a kid from my school named Mark—said it was awesome.

Reader, it was.

The games Mark ran were a glorious, hot-mess mashup of every fantasy trope you could imagine. Shapeshifting humanoid dragon-kin, cribbed from Breath of Fire. Highlander-style immortals. Dhampir characters inspired by Vampire Hunter D. Anything and everything from the Dragonlance novels, including minotaur player characters.

All of it was thrown into a fantasy kitchen sink, stirred together with a +5 Vorpal Sword, and poured over the Forgotten Realms campaign setting, with not one bit of attention given to the published canon. 

The house rules were a blend of the BECMI Rules Cyclopedia, AD&D 2nd Edition, and "fuck it, we'll just do whatever we want."  And rule of cool always trumped rules as written.

Anyway, part of the reason I've been thinking about those first games at Mark's house is this recent episode of Geek Gab, featuring Cirsova editor P. Alexander, and Appendix N expert Jeffro Johnson. 

The entire thing is worth a listen. They touch on several topics, including the gonzo, science fantasy weirdness that was baked into the first edition of AD&D. They also mention the organized "stripping out" of that weirdness, which began with Second Edition.

Simply put, there was a gradual separation of science fiction and fantasy elements in the official product line. Things like crashed space ships, energy weapons, and psionics appeared less frequently in published materials, except in certain "designated" campaign settings like Spelljammer and Dark Sun. 
AD&D became less about the gonzo, "play anything" ethos, and more about supporting TSR's own branded campaign settings, with a heavy emphasis on Dragonlance and Forgotten Realms.

In other words, AD&D wasn't a tool kit any more. It was a self-feeding mechanism for pushing homogenized, mass-produced fantasy product to the consumers. 

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​That homogenized fantasy product has a perfectly descriptive nickname: Pink Slime Fantasy.

Quoting the above link: 

​You're a publisher or aspiring author. You've got a market here: a bunch of fantasy nuts who have been so starved of content that they're literally rolling their own, making up these elaborate worlds.  You've also got Tolkien as proof of concept: if you can write the perfect book for these people, it'll be an evergreen best seller, ideally three years in a row (because God forbid you write just one novel).  

Boom!  The Sword of Shanarra, The Wheel of Time, The Riftwar Cycle, and all the rest.  Here, authors are shaping non-game material into D&D-like "stuff," effectively novelizing a campaign that doesn't exist.  These books sell pretty well, enough to spawn many other imitators.

Double boom!  TSR decides that they need their own line of fantasy novels, and so - possibly after a couple sessions of D&D, I'm a little unclear on how much actual gaming informed the story - we end up with the Dragonlance Trilogy.  Which sells out the wazoo.

So by the late 1980's, when I was old enough to start buying newly published fantasy books instead of checking older ones out of the library, Walden and B. Dalton and Encore Books were chock full of D&D-clone novels: either novels explicitly licensed by D&D's brands, or allegedly independent novels that hew so closely to the D&D tropes that there's little daylight to be seen.
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​Incidentally, I'm not knocking Pink Slime Fantasy. I remember enjoying the hell out of the Belgariad and the Shannara books, not to mention piles and piles of those Forgotten Realms novels. Hell, I even bought a copy of Goblin Slayer Volume 1 based on P. Alexander's observation that it was pure, in a vacuum, D&D fan fiction.
 
What's relevant here isn't the quality. What's relevant is the shift that Pink Slime Fantasy caused in the game's inherent assumptions. 

While First Edition expected players to mash Jack Vance together with Michel Moorcock and Poul Anderson, Second Edition expected players to re-create and act out the plots of TSR's own in-house fiction line.

That assumption is even more explicit in Fifth Edition. The new Player's Handbook has its own version of Appendix N, one including D&D-branded series like The Legend of Drizzt and the Dragonlance Chronicles.  

In other words, the D&D brand has officially begun to eat itself.

Nostalgia aside, that's one of the big reasons I remember those early games at Mark's so fondly. Our bizarre, kitchen-sink approach to fantasy put us in a kind of no-man's land between the pure gonzo of Appendix N, and the corporatized, self-regurgitation of Pink Slime.

That said, we didn't entirely escape the Pink Slime influence. 

Aside from the inclusion of regurgitated fantasy fluff like Dragonlance, Mark's games never really contained any science fiction elements. That artificial split between the genres might as well have been law in our group, and for the longest time, I just assumed that's what D&D was. It wasn't until decades later—when I discovered the OSR and Appendix N—that I realized just how gonzo the game used to be. 

Incidentally, part of the reason I gravitated towards anime and manga at the time is that as a medium, it largely rejected that artificial split. I found plenty of stories that scratched my science fantasy itch among those Japanese imports, since American publishers wouldn't give them to me.
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Pictured: Pink Slime Weebshit hits Appendix N Science Fantasy Classic with an illegal uppercut.

​Listening to that Geek Gab podcast, I think those games at Mark's represent an interesting data point. If there was a transitional period between the inspired weirdness of First Edition, and the self-perpetuating Pink Slime of the later editions, those games captured it. 

​Makes me wonder how many other groups were like mine.


Anyway, I want to close this one out on a slightly more personal note: 

Mark and I drifted our separate ways after high school. We haven't spoken in years. But I'll always thank him for introducing me to a hobby that gave me so many hours of good times with friends. No small thing, for a kid as awkward and socially maladjusted as I was. 


So if you're out there reading this, man... thanks. Friends were hard for me to come by in those days. You always tried to be a good one. And you introduced me to many more.

8 Comments
Martin L. Shoemaker link
8/14/2019 09:08:34 am

I’ve been gaming since 1979. I’ve almost always been the GM. I started with the D&D boxed set just before AD&D 1, and I’ve run dozens of game systems.

In 40 years (FORTY YEARS?!?!?), I’ve run maybe 5 published adventures (6 if you count the one I wrote). The closest I’ve come to running a published world is I’ve used the Champions Enemies series for villains. Well, except for non-game franchises: Star Strek, Star Wars, Doctor Who, James Bond, DC Universe... And none of those lasted more than an adventure or two.

I’ve never been interested in letting somebody else do the worldbuilding. That’s too much fun!

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Daniel J. Davis (admin)
8/21/2019 08:10:25 pm

Great to hear from you, Martin!

Never knew you published an adventure. That's awesome. What was it?

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Brian link
8/14/2019 10:33:07 am

Even a decade earlier, the D&D cartoon was showing against science-fantasy fare like Thundar the Barbarian, He-man, etc. Though, even back then, there were purists who were unhappy when you got ray guns and robots in their fantasy escapism.

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Daniel J. Davis (admin)
8/21/2019 08:08:10 pm

Watching Thundarr every Saturday as a kid probably has a lot to do with my love of science-fantasy and my post apocalyptic obsession.

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Dave Robinson
8/21/2019 10:57:17 pm

Actually Feist’s Riftwar Cycle was explicitly based on the Midkemia RPG setting that he played in before writing the novels. The books don’t apparently reflect any of the campaigns but you can’t really say he started with non-game material.

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Thomas Waithe
8/23/2019 08:15:14 pm

This actually explains a lot about some books I've been reading. Weiss and Hickman's Death Gate cycle is centered around some gonzo science fantasy concepts, but is full of pink slime cliches that are directly at odds with the series' central premise.
Reading about the pink slime trend in fantasy lit finally explains why the authors would shoot themselves in the foot like that- because everyone else was doing it too (and Weiss and Hickman in particular were at the front of the trend with Dragonlance).

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Thomas Waithe
8/23/2019 08:22:45 pm

This post explains quite a bit about the books I'm reading. Weiss and Hickman's Death Gate cycle is based on some high concept science fantasy, but includes many pink slime cliches that actively undermine the book's core.
I couldn't figure out why the authors pointed the same gun at their toes and pulled that trigger over and over until I read your write up. They did it because that was the trend in fantasy lit, and Weiss and Hickman (of Dragonlance fame) were at the forefront of that trend.

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Angelos Angelides
1/14/2020 03:17:29 pm

I can see your point but there are still stuff that don't constitute pink slime even in 5E's printed adventures. I am currently running Decent into Avernus and you definitely cannot call pink slime roaming around the wastelands of the first layer of hell on huge war-machines that burn the souls of the damned as fuel...

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    I'm an award-winning science fiction and fantasy writer based out of North Carolina. This is where I scream into the digital void. I like cookies.

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