Sunday, March 29, 2026

The Culture: There Is Only Fantastic Adventure Gaming

"Fantasy" is fake.

"Science Fiction" is fake.

This is the list from Appendix N of the AD&D1e DMG.

The "Fantasy" side:

  • Robert E. Howard's Conan series — Barbarism vs. civilization, ancient sorcery, monstrous horrors, and heroic adventure (no scientific framing).
  • Fritz Leiber's Fafhrd & Gray Mouser series — Urban thieves, wizards, demons, and quirky sword & sorcery in the world of Nehwon.
  • J.R.R. Tolkien's The Hobbit and The Lord of the Rings — Elves, dwarves, orcs, ents, halflings (hobbits), rangers, dragons, and epic quests (Gygax downplayed Tolkien's overall impact but acknowledged specific borrowings).
  • Poul Anderson's The Broken Sword and Three Hearts and Three Lions — Norse/Arthurian mythic fantasy, faerie realms, regenerating trolls, paladins, and Law vs. Chaos alignment.
  • Lord Dunsany's works — Dreamlike fantasy, gods, and wonder-tales.
  • Michael Moorcock's Elric/Stormbringer and Hawkmoon series — Chaotic swords, multiversal fantasy, and Law/Chaos themes (influenced alignment and artifacts).
  • Gardner Fox's Kothar and Kyrik series — Sword & sorcery pulp with liches and lost-world adventures.
  • John Bellairs' The Face in the Frost — Wizards studying spellbooks (direct Vancian precursor, but pure fantasy).
  • Lin Carter's World's End series — Distant-future fantasy (but leans more mythic than technological).
  • August Derleth, Manly Wade Wellman, and others — Horror-tinged fantasy or weird tales.

The "Science Fiction" side:

  • Edgar Rice Burroughs' Mars (Barsoom), Venus, and Pellucidar series — Planetary romance with alien civilizations, radium-powered airships/flyers, ancient tech, hollow-Earth inner worlds, and sword-swinging adventures on other planets or inside Earth. (Sci-fi framing via "science" of alien biology/tech and interplanetary travel; heavily influenced exotic settings and lost-world dungeons.)
  • Poul Anderson's The High Crusade — Pure sci-fi: medieval English knights capture an alien spaceship and fight interstellar invaders. (Spaceships, aliens, and technology as the core conflict.)
  • L. Sprague de Camp's Lest Darkness Fall — Time-travel sci-fi: a modern archaeologist is transported to the Dark Ages and uses knowledge to prevent societal collapse. (Temporal displacement and applied science/history.)
  • de Camp & Fletcher Pratt's Harold Shea series and The Carnelian Cube — Modern protagonists use mathematical/logical formulas to enter parallel mythic universes (e.g., Norse gods, Irish legends). Magic is analyzed and countered scientifically; alternate dimensions via equations. (Direct influence on D&D's planar/multiversal travel and "logic vs. magic.")
  • Philip José Farmer's World of the Tiers series — Pocket universes and artificial worlds created by god-like ancient beings using advanced technology; interdimensional gates/portals and unique solar systems. (Sci-fi multiverse and demi-planes; inspired Oerth-like settings.)
  • Jack Vance's The Dying Earth and The Eyes of the Overworld — Far-future Earth where the sun is dying and ancient super-science has decayed into "magic." Spells are memorized formulas (Vancian magic system); ioun stones and bizarre tech-magic. (Core to D&D's spellcasting and thief elements.)
  • Roger Zelazny's Amber series and Jack of Shadows — Shadow worlds as reflections of a prime reality (parallel dimensions); a tidally locked planet split between science and magic sides. (Multiversal travel with tech-magic blend.)
  • Sterling Lanier's Hiero's Journey — Post-nuclear apocalypse on a mutant-riddled Earth; telepathy/psionics, ancient tech remnants, and priestly quests. (Science fantasy with psi powers.)
  • Fred Saberhagen's Changeling Earth (Empire of the East) — Post-apocalyptic Earth where magic and technology coexist (AI "gods," changelings). (Blended sci-fi ruins and sorcery.)
  • Margaret St. Clair's The Shadow People and Sign of the Labrys — Dystopian futures, vast underground labyrinths, and societal collapse. (Inspired dungeon complexes, drow/underdark ideas, and sci-fi horror.)
  • Leigh Brackett, Frederic Brown, Stanley Weinbaum, Jack Williamson, and Andre Norton — Mostly planetary sci-fi, space opera shorts, or speculative tales (aliens, future tech, mutants); Brackett's planetary romances echo Burroughs.

There is NO DIFFERENCE! The trappings are not the genre. The setting is not the genre. The genre is in narrative structure, not marketing a product; these stories all have the same narrative structure, so they are all the same genre: fantastic adventures.

Therefore they can all fit into--and use exactly as written--the same ruleset because they're all part of the same game: a fantastic adventure game of Braunstein play.

This is why, decades before Banpresto gave us a different example of the same thing in Super Robot Wars, AD&D1e could and did handle all of this using the rules as they are- and it explains why, despite the Boomerism of its designer and publsher, RIFTS maintains its enduring appeal as it too put the lie to "Fantasy", "Science Fiction", and "Horror" as separate and distinct genres- they are, at best, product categories following Madlib templates like Harlequin reduced love stories to Chicklit mass production content output- something that LLMs can do better than any human writer could ever achieve.

This is why, believe or not, these are Fair Game for the Real Game.



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