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Worlds of Design: Reassessing Tolkien’s Influence

J.R.R. Tolkien’s work is a strong influence on RPGs, but is that bad?

In September 2020 I wrote a column about Tolkien’s influence and how world builders are “trapped” by his influence. I was not writing with Tolkien in my sights. But now I am.

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Picture courtesy of Pixabay.

Tolkien’s List​

How influential has J.R.R. Tolkien’s work been on RPGs, and is that influence a problem? I’ve made a list of some characteristics of Tolkien’s world (in no particular order):
  • Characteristics of Dwarves and Elves
  • Very low-magic levels of Middle-earth
  • Lack of religion, of “gods” that interfere
  • Impossibly long history without significant change in technology
  • An overarching “dark lord”
  • A single magical object that can determine overall success or failure (The Ring)
  • Group quest
  • “Monsters” and other detail

Dwarves and Elves​

Dwarves and Elves in RPGs are usually Tolkien-like, much different than earlier folklore notions. Consider the dwarfs of the Nibelungenlied, and the small and often nefarious elves of many stories about the Fey world. This may be where Tolkien’s influence is most obvious. (If you haven’t read the older stories you might not be aware of the striking difference. It’s like the so-called “classic” pirate accent (yaarrhh) – it didn’t exist in movies before 1950’s Treasure Island and Long John Silver’s west Cornish accent.)

Low-Magic Levels​

What evidently hasn’t influenced RPGs at all is the low-magic levels of Middle-earth. Magic items are just about non-existent. Spell-casters are just about non-existent. An inhabitant may hear of such things, but actually getting involved with one in any way, even just to see it, is nearly unheard of. In the USA today you’re as likely to see the President of the United States up close and personal as to see a magic-user in person in Middle-earth. Similarly, you’re more likely to see a gold bar in the USA than to see a magic item in Middle-earth.

Lack or Organized Religion​

Tolkien’s lack of organized religion, and of “gods” that interfere hasn’t been an influence. Gods that manifest in the world, if only through the spells of clerics/priests, are common in RPGs, perhaps heavily influenced by D&D. Gods that interfere in the “real world” are also common from what I hear of RPG campaigns (something I don’t use myself).

Little Technological Advancement​

Impossibly long history without significant change in technology. This is a big influence on literature as well as games. As an historian I recognize that this is virtually impossible. Yes, technology changed much more slowly in, say, 2500 BCE. But it did change immensely over time, and in so many games (and books) it doesn’t seem to change at all over many millennia. Heck, even the science fantasy Star Wars has very little technological change in tens of thousands of years. Having said that, my wife reminded me of the new “infernal/demonic engines” of Saruman, both at Isengard and in Hobbiton. Yet those technologies were very much frowned upon by the “good guys.”

A Dark Lord​

An overarching “dark lord” threatening the world. I have never used a Sauron-equivalent in my campaigns, but I’d guess that many GMs do. This is hardly an invention of Tolkien, but Lord of the Rings could certainly have influenced many GMs. There’s no evidence as to how much, though.

A MacGuffin​

A single magical object that can determine overall success or failure (The Ring). More than just a MacGuffin (“an object or device in a movie or a book that serves merely as a trigger for the plot”), it is the be-all and end-all of the entire story-arc. In LOTR it is Sauron’s lost Ring of Power, of course. Not something I’ve used (I avoid “saving the world” situations), but who knows how many others have used it? It’s more practical if the magical effect is much reduced, and the story scaled back from “saving the world” to accomplishing something worthwhile.

Was this new with Tolkien? Only an expert in pre-Tolkien fantasy fiction and myth could answer this question. What first comes to mind is the Ring in Wagner’s Nibelungenlied opera cycle, but that ring was not the overwhelming object of Power that Sauron’s Ring was. As with several of these questions, even if Tolkien was not the first, he may have been far better known than any preceding work.

A Group Quest​

Group Quest. Early science fiction and fantasy was dominated by a single protagonist hero, or hero and sidekick. Tolkien’s main books depicted quests by groups of characters rather than by individuals. How much this actually influenced RPGs, I have no idea.

Archetypical Monsters​

“Monsters” and other details. Apart from the characterizations of dwarves and elves, Tolkien’s influence shows in other species respects. For example, Orcs are direct transfers from LOTR, as are Hobbits (now changed to halflings). Ents (now changed to treants) are from LOTR, as are Balrogs (changed to Balor). Also, there is a “Common Tongue” in Middle-earth. This is a convenience for gaming that might have been invented by anyone, but Tolkien showed the way.

Does It Matter?​

I’m not trying to gauge whether Tolkien’s influence is “bad” or not. His work certainly influences RPGs, but perhaps less than many think. Newer gamers, coming to Tolkien through the movies, may see more of his influence than older gamers do. Some GMs are certainly more influenced than others. Yet I’m not sure how any literary influence on RPGs could be “bad”, insofar as inspiration can come from anywhere, and be used for any purpose. Any game designer is free to ignore Tolkien, or not, as preferred.

Your Turn: How do you incorporate (or avoid) Tolkien's influence in your campaigns?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Aldarc

Legend
The Night Elves are basically just Wood Elves with a slightly different coat of paint, so I don't really see them as meaningfully different from Tolkien's--they're beautiful, long-lived relics of a better time who protect the natural world and pine for an age when their power was far greater while struggling to deal with the rise of shorter-lived, vivacious newcomers. All Warcraft did was flip the color scheme; Night Elves are standard elves colored kinda-sorta like Drow, while Blood Elves are much closer to Drow...just white.
IMHO, this isn't quite right, though I would agree that Warcraft was reacting to Tolkien. The Night Elves were clearly rooted in the Drow, which is more D&D influence than Tolkien influence, albeit with a druidistic Wood Elf aesthetic slapped on: e.g., matriarchal society of female priestesses/warriors and arcane/druid males. However, I would say that the Blood Elves of WoW are much closer to the Noldori high elves of Tolkien or sun elves of D&D rather than being "white drow." The blood elves of WoW would be quite at home with the Noldori who followed Feanor back to Beleriand. Blood elves are just high elves who rebranded themselves "blood elves" to honor their fallen dead. The difference between blood elves and high elves is just a difference without a distinction, despite what the "playable high elves for Alliance" crowd would have you believe. Warcraft briefly gave Blood Elves a demonic "edge" between WC3:TFT and WoW: TBC, but it almost entirely walked that back as quickly as it came in favor of their current Sun/Light/Holy aesthetic.
 

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Vincent55

Adventurer
That never stopped our AD&D groups. We just all played elves and joked about how helpless humans were as a species. Sadly B/X was seen as a kiddie game. It's a real surprise to see that become the OSR darling.

One of the better ways to keep power creep down is to not do a levelling game at all. Harder to creep up if you don't level up in the first place.

The biggest gift Tolkien gave D&D is the trope of the vanilla fantasy map. Dwarves go in some mountains, elves go in some forests, orcs hang out in some badlands, and short folks are in some pseudo-farmland. Then everyone at the table nods and it's off to the races.

You don't that same level of total buy in for sci-fi games. A setting might say the dwarves live off of mushrooms and mountain goats, but the players suddenly don't question what sort of mushrooms or that a Dwarven city would need a whole mountain range of penned in goats to survive.
The only way a group would be overpowered in AD&D is if you had a very poor DM, as was very easy to keep players under control in those games. I only had an issue when i was first learning to run the game, giving too many magical items and bad rulings on things, but as i have become more experienced that is no longer the case.
 

EzekielRaiden

Follower of the Way
IMHO, this isn't quite right, though I would agree that Warcraft was reacting to Tolkien. The Night Elves were clearly rooted in the Drow, which is more D&D influence than Tolkien influence, albeit with a druidistic Wood Elf aesthetic slapped on: e.g., matriarchal society of female priestesses/warriors and arcane/druid males. However, I would say that the Blood Elves of WoW are much closer to the Noldori high elves of Tolkien or sun elves of D&D rather than being "white drow." The blood elves of WoW would be quite at home with the Noldori who followed Feanor back to Beleriand. Blood elves are just high elves who rebranded themselves "blood elves" to honor their fallen dead. The difference between blood elves and high elves is just a difference without a distinction, despite what the "playable high elves for Alliance" crowd would have you believe. Warcraft briefly gave Blood Elves a demonic "edge" between WC3:TFT and WoW: TBC, but it almost entirely walked that back as quickly as it came in favor of their current Sun/Light/Holy aesthetic.
Note that I am speaking of Blood Elves, not High Elves. The original High Elves were as you say. The Blood Elves are addicted to magic and genuinely mad and dangerous to others; they join the Horde not just because they feel betrayed by the Alliance, but because they're actually very dangerous people.

I will agree that the "matriarchal, led by priestesses" thing is Drow-like. But the cutthroat, backstabbing, inherently violent nature of specifically Blood Elf society--especially as typified by the way Blood Elf "Paladins" came about and how Kael'thas Sunstrider went off the deep end--is very, very much a Drow-ification of the standard "good guy" elf.

More or less, they flipped the script. Night Elves are Drow, but interpreted through the lens of the good-guy Wood Elf culture of harmony and nurturing. Blood elves are "high" or "sun" elves, but interpreted through the lens of a bad-guy Drow-like culture of violence and consumption. There's literally a subgroup of Blood Elves that have become warped and twisted by their addiction to magic into the mutated "wretched."

It's still, fundamentally, a Tolkienesque view on elves. As I said, nigh-immortal relics of a better time who pine for a time when their civilization was powerful etc. It's just taking the D&D-ified "good" and "evil" flavors and swapping which side is good vs evil--though it's very noteworthy that the "in touch with nature and the land" part came along for the ride with the good/evil flip. Not that this is too surprising, Warcraft 3 was after environmentalism had shed most of the "hippie eco-terrorist" vibes and become much more "protectors of the fragile Mother Earth" (e.g. Captain Planet, FernGully, the concerns about acid rain, etc.) Casting the "live in harmony with nature" group as evil would have gone over like a lead balloon.

Incidentally, I'm aware of the events leading up to re-igniting the Sunwell with M'uru's heart, but this simply reinforces how the Blood ELves are Drow-like in attitude and need to turn away from that, in a very "here's your Eilistraee" kind of way.
 

Aldarc

Legend
Note that I am speaking of Blood Elves, not High Elves. The original High Elves were as you say. The Blood Elves are addicted to magic and genuinely mad and dangerous to others; they join the Horde not just because they feel betrayed by the Alliance, but because they're actually very dangerous people.

I will agree that the "matriarchal, led by priestesses" thing is Drow-like. But the cutthroat, backstabbing, inherently violent nature of specifically Blood Elf society--especially as typified by the way Blood Elf "Paladins" came about and how Kael'thas Sunstrider went off the deep end--is very, very much a Drow-ification of the standard "good guy" elf.

More or less, they flipped the script. Night Elves are Drow, but interpreted through the lens of the good-guy Wood Elf culture of harmony and nurturing. Blood elves are "high" or "sun" elves, but interpreted through the lens of a bad-guy Drow-like culture of violence and consumption. There's literally a subgroup of Blood Elves that have become warped and twisted by their addiction to magic into the mutated "wretched."

It's still, fundamentally, a Tolkienesque view on elves. As I said, nigh-immortal relics of a better time who pine for a time when their civilization was powerful etc. It's just taking the D&D-ified "good" and "evil" flavors and swapping which side is good vs evil--though it's very noteworthy that the "in touch with nature and the land" part came along for the ride with the good/evil flip. Not that this is too surprising, Warcraft 3 was after environmentalism had shed most of the "hippie eco-terrorist" vibes and become much more "protectors of the fragile Mother Earth" (e.g. Captain Planet, FernGully, the concerns about acid rain, etc.) Casting the "live in harmony with nature" group as evil would have gone over like a lead balloon.

Incidentally, I'm aware of the events leading up to re-igniting the Sunwell with M'uru's heart, but this simply reinforces how the Blood ELves are Drow-like in attitude and need to turn away from that, in a very "here's your Eilistraee" kind of way.
There are many spins on Drow in Warcraft, but Blood Elves are not one of them. This is simply to say that I believe that your characterization is egregiously wrong, working from some pretty outdated information*and loose stretches of interpretation of "Drowification." The much simpler explanation is that blood elves are simply a spin on sun/high elves, which is fundamentally what they are.

* 4th Edition D&D wasn't out yet!
 

mamba

Legend
There are many spins on Drow in Warcraft, but Blood Elves are not one of them.
that is not what they are saying

More or less, they flipped the script. Night Elves are Drow, but interpreted through the lens of the good-guy Wood Elf culture of harmony and nurturing. Blood elves are "high" or "sun" elves, but interpreted through the lens of a bad-guy Drow-like culture of violence and consumption.
 


Maxperson

Morkus from Orkus
As we know it maybe, but Tekumel and Pendragon shows that medieval fantasy doesnt have to be Tolkienesque, maybe Blackmoor could have been developed with Narnia as inspiration rather than Middle earth (be interesting to have Dwarfs as fey too - like the Fair Folk of Prydain)
You'd have gotten Tortles, Kenku and Tabaxi a lot sooner. That's for sure.
 


GothmogIV

Explorer
The only way a group would be overpowered in AD&D is if you had a very poor DM, as was very easy to keep players under control in those games. I only had an issue when i was first learning to run the game, giving too many magical items and bad rulings on things, but as i have become more experienced that is no longer the case.
The first time I ran 5e, I did it with a 2e mindset, and my players were like freaking superheroes by level 4. I could not get over how powerful they were. It was partly my fault because I gave them each a really cool, character specific weapon without understanding how many powers that had as a part of their classes already. Lesson learned! The next campaign I ran we used gritty realism for healing, took out some of the spells that unbalanced the game, and had far fewer big, durable magic items, along with slow level progression. It went much, much better, but I learned that I do not prefer WotC 5e.

The Free League LotR has been a better fit. The system really is good, but in my experience--and for my group's preferences--RAW 5e is not well balanced. Tolkien's world is a good fit for a low fantasy game.
 

Campbell

Relaxed Intensity
I personally always assumed Blood Elves were primarily inspired by Melniboneans (and Elric in particular). In particular the way Blood Elf Paladins consumed the essence of the Naaru to fuel their magic.
 

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