"Wonder had gone away, and he had forgotten that all life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings, and no cause to value the one above the other." --H.P. Lovecraft, The Silver Key
Sunday, December 29, 2024
The Silver Key: 2024 in review
Sunday, March 17, 2024
50 years of Dungeons and Dragons
No save... but lots of fun. |
This picture paints a thousand words. |
Monday, September 26, 2022
Michael Moorcock and other Stranger Things
I was OOO (and frankly, only semi-coherent) this past Friday-Sunday, after a sorely needed guys weekend getaway. Me and four other dudes rented a house on Whaley Lake in Holmes, NY, consuming booze and retelling old college stories. Included in the trip was a stop at Darryl's House, a bar/restaurant owned by Darryl Hall, where we took in a wonderful Foreigner tribute band. If you ever come across Double Vision, check them out, they're highly recommended.
As a result I failed to mention my most recent blog post for Tales from the Magician's Skull/blog of Goodman Games is now up: Stranger Things in the Stories of Michael Moorcock.
I hope you like it. I enjoyed digging out the old AD&D Dungeon Master's Guide for this, and my treasured copy of S2: White Plume Mountain.
Saturday, March 26, 2022
Fueling the Fire of Fantasy Fiction: Gaming’s Influence on Today’s Writers
Another post of mine is up and can be found on the blog of Goodman Games/Tales from the Magician's Skull: Fueling the Fire of Fantasy Fiction: Gaming’s Influence on Today’s Writers.
This is sort of a part II/a self-rebuttal to Dungeons & Dragons: Friend or Foe of Sword-and-Sorcery?
I haven't fully made up my mind on how gaming impacted S&S/fantasy fiction more broadly, but I sort of sum up my current thoughts as they stand today at the end of part II:
Fantasy fiction that relies on an ordered set of game rules as its foundation, or seeks to recapture free-flowing moments of social serendipity at the game table without applying the rules or discipline of good storytelling, is not likely to capture the imagination of readers, nor stand the test of time. The two mediums, gaming and writing, share some commonalities but are ultimately different disciplines.
But, each can fuel the other.
Friday, March 18, 2022
Slinging sword-and-sorcery about the interwebs
Saturday, December 26, 2020
Tom Moldvay/Basic D&D "Inspirational Source Material" vs. Appendix N
Gary Gygax’s Appendix N has been the recipient of much analysis, praise, scrutiny, and exploration. With Appendix N Gygax provided a roadmap for the literary inspirations of Advanced Dungeons and Dragons in a now famous list located at the back of the first edition AD&D Dungeon Master’s Guide, one that has since served as the launching pad for aspiring D&D historians, fantasy readers, authors, and podcasters. For example, we now have a work of non-fiction based on the list, Appendix N: The Literary History of Dungeons & Dragons, as well as the Appendix N Book Club podcast.
This is all well-deserved attention and praise, in my
opinion. D&D can certainly be played as-is, without knowledge of the
literary influences that gave to the ruleset its unique flavor and a suggested style of game play,
but knowing and reading the sources Gygax used when drafting the rules makes
for a better game, in my opinion. D&D is both a dice-based strategy game
with wargaming roots, and an immersive roleplaying and shared storytelling
experience, and the latter aspect is enriched by classic fantasy and
sword-and-sorcery literature. I have not sat at a table and played a game run
by a DM raised on a strict diet of modern videogames, for example, but I would
bet good money that the experience would be quite a bit different than a game
run by a DM steeped in Tolkien and Moorcock and Howard and Vance.
With that as a preamble, I believe that a similar list
provided by Tom Moldvay in the 1981 Basic D&D rulebook, “Inspirational
Source Material,” provides a slightly superior roadmap than Gygax’s Appendix N,
and probably deserves a bit more attention. Like its more famous cousin,
Moldvay’s suggested reading list is a wonderful gateway to a rich lode of
imaginative material, and for many (myself included) served as a roadmap for
stories sought out in the days of youth.
There is significant overlap between the two lists. Appendix
N includes a few authors not listed in Moldvay including Frederic Brown, August
Derleth, Margaret St. Clair, and Stanley Weinbaum. I have read some Derleth,
and St. Clair’s The Shadow People is on my TBR list, but am not familiar with Brown
or Weinbaum. Brown appears to have written mainly in the science fiction genre,
as did Weinbaum, with Brown also branching out into mystery. These seem to be
idiosyncratic choices unique to Gygax; not being familiar with their
work I can’t readily say if there are aspects of their work that Gygax borrowed
for AD&D. I’ll leave that for someone else.
Where Moldvay’s list eclipses Appendix N is in its
completeness and attention to detail. Gygax has a tendency in Appendix N to
settle for the shorthand Latinate “et. al” (“and others”). Gygax states that in
some cases he meant to cite specific works, but when no works were listed he
simply recommends all of a given author’s writings. This has the benefit of
allowing for more open-intended interpretation, but lacks precision. This may
not so much a problem now, but in the pre-internet days of 1979 it makes an
aspiring readers’ job a lot more difficult. It was for me, and I found
Moldvay’s list a lot easier to access (the same could be said for the clarity
of the Moldvay rules themselves, which I find superior in many ways to AD&D
first edition, but that’s a post for another day). Moldvay appends “et. al” to
at least as many authors as does Gygax, but always lists at least one, if not
multiple, actual book titles for the reader.
Moldvay’s list is more comprehensive, while still managing
to be confined to a single page in the basic rulebook. Some big names I’m very
fond of jump out at me immediately: Moldvay lists Karl Edward Wagner
(Bloodstone, Death Angel’s Shadow, and Dark Crusade), E.R. Eddison’s The Worm
Ouroboros, Lloyd Alexander (The Book of Three, The Black Cauldon, the Castle of
Llyr), Talbot Mundy’s Tros of Samothrace, Bram Stoker’s Dracula, Mary Stewart’s
The Crystal Cave, The Hollow Hills, and The Last Enchantment, and T.H. White’s
The Once and Future King. None of these appear on Appendix N. Perhaps most noteworthy, Moldvay also lists Clark
Ashton Smith (Xiccarph, Lost Worlds, Genius Loci). Many have pondered why Gygax
did not include the third of the Weird Tales holy trinity along with REH and
Lovecraft, as Smith’s lush, ornate prose recalls something of Gygax’s writing style,
and his dark necromancers and evil spellcasters seem like they could easily have
stepped out of The Vault of the Drow.
Moldvay cheats a bit and gives us a quick list of “additional
authors of fantasy fiction” which allows him to slide in authors like James
Branch Cabell, H. Rider Haggard, John Jakes, C.L. Moore, Meryvn Peake, and others.
Both Gygax and Moldvay list Lin Carter as recommended, though they target different
titles (Gygax lists Carter’s “World’s End” series, while Moldvay cites Carter’s
contributions as editor of The Year’s Best Fantasy Stories as well as Flashing
Swords).
In general Appendix N seems to be far more idiosyncratic and
indicative of Gygax’s particular tastes, while Moldvay’s is curated with a
broader base and general fantasy reader in mind. Moldvay’s specific call-outs
to adolescent fantasy appears indicative of an intended younger target audience
for Basic D&D. B/X served as a gateway to the hobby (“Ages 10 and Up,” it
noted on its cover), while AD&D and its dense, encyclopedic manuals were
probably better suited for later teens and early 20-somethings. Moldvay also
lists several recommended works of non-fiction.
I would say, you can’t go wrong using both lists as a basis
for your own reading and filling in gaps in classic works of the imagination.
Certainly any work that makes both lists is something you probably should read
while you’re still making rounds around the sun. You can read Appendix N in its entirety
here. I have included a screenshot of Moldvay’s Inspirational Source
Material below.
Friday, July 24, 2020
Ideas are a dime a dozen. It's all about execution.
Heard on the intranets recently... "Gary Gygax ripped off Dave Arneson! Dave is D&D's true creator!"
My response: Horse shit.
Ideas are like a@#$holes. We've all got one, and most stink. I can sit here in the calm quiet of my living room and fire off a dozen. "Weight loss app." "Online mentoring program for pediatricians." "Telehealth scheduling interface." "Dying Earth role-playing game."
They mean (almost) nothing. What matters is the execution.
You've got an amazing idea for the next 7 volume epic fantasy series? Great. It means nothing ... unless you write it. And it's good.
That awesome weight loss app idea? Great. Now program it. Market it. Sell it. Until then, your idea is so much vapor.
Back to Gygax-Anderson. The idea of taking tabletop military wargames and altering the scale to make a tin soldier representing a unit of 1,000 men a single hero you control and imbue with personality, is a pretty cool one. Whoever conceived that idea, whether Gygax or Anderson (or some other unnamed wargamer), remains up for debate, though Arneson was definitely part of the conversation. His fictional game world of Blackmoor inspired Gygax, and together the two men went on to co-develop the original D&D game rules.
But Gygax took the idea and created TSR, turning an idea into an industry. Without Gygax, there would be no D&D.
That's the power of execution vs. ideas.
Tuesday, June 30, 2020
On the passing of classic D&D artist Jim Holloway
Will you dare his tomb? You will, because Jim Holloway pointed the way. |
Friday, May 22, 2020
Remembering my friend, and Dungeon Master, Rick Langtry
Friday, December 6, 2019
Michael Moorcock on the airwaves: New interview up on the Appendix N Book Club podcast
Thursday, November 28, 2019
Of White Dwarf magazine and ruminations on genre fiction
By the Sacred Jockstrap of Robert E. Howard! |
Friday, June 22, 2012
Metal Friday Special Edition: Maiden Countdown, "The Clairvoyant"
Here's a great live version from the Seventh Tour of a Seventh Tour, circa 1988 or 89, I imagine.
Whenever I hear Steve Harris' bassline something akin to an electric shock courses through my body, then my heart starts to race when Dave Murray plays that familiar riff. That's how much I freaking love this song. It exalts the spirit.
Four days away. I can "Feel the sweat break on my brow" in anticipation.
Tuesday, May 24, 2011
Celebrating ten years of slaying dragons
This past weekend we celebrated the tenth anniversary of our current D&D group. As anticipated we did something really crazy on our 10th anniversary and ... played a game of D&D!
The hostess prepared an awesome diorama: A green dragon cake on top of a hoard of golden (candy) treasure, surrounded by crumbling columns. You can't see them in this photo but a horde of treasure-hungry heroes advance on the monster. Other nasty creatures stand lurking on the perimeter. There's another dragon in the foreground whose mouth contains the party's halfling thief, Shem.
In the photo below, I strike the killing below, beheading the beast with one swipe of a +3 butter knife. That's me on the left, with Chris, our DM, at right.
Here's to 10 more years of slaying dragons.
Saturday, March 12, 2011
Ten years of Dungeons and Dragons, Mach II
I haven’t posted about RPGs in a long time here on The Silver Key, mainly because I haven’t had a whole lot to say. I never got embroiled in the 4E controversy because our group never made the shift. These days I’m a player, not a DM, and I generally just go with the flow. But this recent article on Salon.com and our impending 10 year anniversary has prompted a few thoughts on why I continue to play and enjoy this uncommon pastime.
This is my second go-round with D&D and the longest unbroken stretch I’ve ever played. Like most folks of my age (37) I started with the Tom Moldvay Basic boxed set, which in 1982 I begged as a gift from my parents. I would have been nine or 10 years old at the time. While the cardboard box is long-gone I still have the tattered red rulebook and my original copy of B2 Keep on the Borderlands, from which I will not be parted even unto death.
Back in those grade school days I played a heavy rotation of games, peaking in middle school. I played mostly D&D with a group of friends but we also occasionally branched out into games like Car Wars, Runequest, Middle Earth Role Playing, Star Frontiers, and Top Secret. Our gaming wasn’t limited to after school sessions and late nights on the weekend, either. My middle school offered Dungeons and Dragons as a Friday afternoon seventh-period elective, for which I eagerly signed up. Yes, we got to play D&D in school! I was typically the DM, refereeing up to 10 rambunctious players at a time. We ran through modules like Pharaoh and In the Dungeons of the Slave Lords and White Plume Mountain with gusto. I remember another group next to us in which everyone was an assassin and they spent the whole game rolling on the assassination tables and killing each other off. It was glorious.
I continued playing into high school but my gaming soon tailed off. Sports, drinking beer, heavy metal concerts, etc. took priority, and I shelved my books. I can recall another aborted 2E session later in high school that didn’t last long.
I dabbled in D&D a little bit in college, playing a few sessions with a gaming club and attending my first con, Total Confusion in Worcester, MA. That would have been 1993 or so. But when I graduated college and got married I shelved my books, possibly for good.
But around 2000 or so my interest in the game was rekindled by the issuance of 3.0, which promised a “back to the dungeon” approach. Around that time I also discovered EnWorld and its “Gamers Seeking Gamers” webpage. Via messageboard and e-mail I arranged to meet with my future DM and another eventual co-player on neutral turf, an interview over beer to ensure we had compatible interests and were not complete lunatic freaks (aside from the fact that we played D&D, of course). When I told my wife I was going off to a smoky local bar to meet up with a strange man to talk D&D she thrust her cell phone into my coat pocket (at the time I didn’t own one) in the event I got abducted. I wasn’t.
With our mutual fears allayed we arranged and played our first game in May of 2001. We’ve been gaming ever since. We’re happily plugging away with 3.5 edition, three book core with a few house rules thrown in, in a long-term home-brew campaign in which our characters recently reached eighth level. We also have another 3.5 game going in the Forgotten Realms, though it’s been a couple years since our last session in the FR. In between we’ve had few one-shots of D20 modern, a couple boardgaming sessions, and even a romp through a 3.5 version of The Tomb of Horrors (which I had to miss, sadly). In general I prefer the older versions of the game because they have far more flavor and are better reads, as I spend more time reading rule books than actually playing. But 3.5 works fine.
I’ve had a lot of fun these past 10 years. Our original plan was to game every other Saturday, but commitments and life in general got in the way. Now we’re good for maybe one Sunday a month.
Like most other role players I’ve given a lot of consideration to the question: why play? If you can get the same experience reading, watching movies, or playing computer games, why play D&D and other tabletop RPGs? What’s the appeal? Why am I still interested in the hobby after all these years?
Here’s my take: What makes RPGs unique is the aspect of collaborative storytelling, entering into a shared space of the unscripted unknown. You’re not reading a novel, you’re creating a story as you play. The tale you spin can run the gamut from brilliant to low brow, from serious to the comically ridiculous. The vagaries of the DM, player decision, and random die-rolls make every game unpredictable.
D&D is rarely boring. I don’t take it too seriously—some prefer earnest, immersive characterization and shrewd tactical play. Me, I like laughing and poking a little fun at fantasy tropes. I enjoy rolling critical hits and also failing saving throws at the worst possible time.
Some of my favorite times are those in which we had to extricate ourselves from our own messes. Carelessly walking into ambushes. Getting swallowed by a purple worm and having to cut myself free. Getting shoved off a bridge by a hill giant and falling onto a rock outcropping surrounded by lava. And so on. At other times we’ve smashed the DM’s big bad evil guy in a round or two and laid waste to his plans, too. Again, you never know what will happen, only that it’s rare to have anything go according to plan.
The other appeal of playing D&D is the out of game camaraderie. Getting together for a session gets me out of the house and among the company of like-minded individuals. We drink a few cold ones, eat good food, talk about books or films, and laugh a lot.
So yeah, once a month I play an Elf. But it’s been a lot of fun.
Happy anniversary guys (and gals).
Friday, August 14, 2009
The ultimate D&D collector's item: Yours for $7,995.00
My question: How the heck would this be shipped? If I had 8G to spare, I'd spring for an armored car to pick that baby up. I don't think I'd want to leave it to the whims of the post office or UPS, no matter how well it was packed.
Friday, August 7, 2009
Of The Hobbit and level titles in D&D
"But we none of us liked the idea of the Front Gate. The river runs right out of it through the great cliff at the South of the Mountain, and out of it comes the dragon too--far too often, unless he has changed his habits."
"That would be no good," said the wizard, "not without a mighty Warrior, even a Hero. I tried to find one; but warriors are busy fighting one another in distant lands, and in this neighborhood heroes are scarce, or simply not to be found."
Gandalf's lament about the lack of qualified swordsmen in the area immediately got me thinking of level titles in D&D, and why I'm a fan of them. Some people think that level titles are a vestigial organ of an older game and rather silly. Others have remarked that they add color and "fluff," but can be safely dropped. But this exchange proves that level titles are not without a practical function: They allow the relative competency of a PC or NPC to be identified without breaking suspension of disbelief, or resorting to metagame language (e.g., walking into a tavern and inquiring about the services of a 9th level cleric).
To get back to Gandalf's comment, in first edition AD&D a Warrior is a second-level fighter and a Hero is a fourth-level fighter. In AD&D terms, therefore, his comment makes perfect sense, as he implies that an experienced sword-arm (i.e., more than a common, 0-level man-at-arms) is needed if the party has any hopes of entering the front gate of Lonely Mountain. A second-level Warrior would fit the bill. From his comment a reader can also safely deduce a Hero is stronger than a Warrior ("even a Hero," Gandalf says.)
In fact, I would submit that this dialogue may have provided Gary Gygax with the idea of level titles.
Of course, as any D&D player knows, a 2nd level or 4th level fighter is hopelessly overmatched against any dragon, even a younger white dragon, let alone an ancient red such as Smaug (who is presumably of the 11 hit dice, 88 HP variety). But given that Third-Age Middle-Earth is, by D&D standards, low-magic and low-powered, and that an infamous article in the March 1977 issue of The Dragon speculated that Gandalf was only a 5th level magic-user, a 4th level fighter--excuse me, Hero--would be quite a formidable swordsman in Middle-Earth, and a welcome addition to the troupe of dwarves and hobbit.
Thursday, March 12, 2009
Cimmerian sighting: How Dungeons and Dragons and Appendix N helped inspire a generation of readers
--Gary Gygax, Dungeon Master’s Guide, Appendix N
A little more than a year has passed since we lost Gary Gygax, creator of the Dungeons and Dragons fantasy roleplaying game and an imaginative giant, “one of the seminal influences in fantasy in the twentieth century,” according to Leo Grin, publisher of The Cimmerian.
Gygax’s death was and is still keenly felt for a number of reasons. First and foremost, he created a game of unbridled imagination that is still going strong more than three decades after its inception, surviving the rise of computer “roleplaying” games, misguided attacks by the media, and even misplaced religious fervor. D&D continues to be played by youths as well as adults who never lost their love for the game nor suffered the unfortunate calcification of their imagination.
But Gygax’s other legacy is his role as a champion of fantasy fiction. He helped to introduce a generation of gamers to the pleasures of fantasy fiction (I count myself in this group). Even those who have since moved on from D&D paused to honor and remember Lake Geneva’s most famous resident for fostering in them a lifelong love of reading following his death on March 4, 2008.
To read the rest of this post, visit The Cimmerian Web site.
Sunday, March 8, 2009
My top 10 Dungeons and Dragons monsters
All right, so I'm a bit late to the party on this one, but in joining with the semi-recent spate of bloggers around the Web listing their top 10 favorite D&D monsters, I thought I'd write up mine. Note that this list pertains to monsters published for 1e AD&D.
9. Ogre. As a player, I always considered ogres a "coming of age" challenge for PCs: These brutes were killers of low-level characters due to their high strength and damage potential, but once able to defeat an ogre your character had accomplished a great feat and had graduated from mere dungeon-fodder. Ogres are also every DMs' friend due to their inherent flexibility, as they are able to serve as lone cave-dwellers, or as hired muscle and encountered with groups of orcs and the like. My current DM uses breast-plated, warhammer-wielding ogres called the Black Hammer as shock troops to supplement orc regulars.
8. Orcus. My favorite demon-lord and probably the most recognizable D&D arch-villain. I never ran or played in a game in which the PCs encountered the Prince of the Undead, but I always liked the thought of him as being at the ultimate end of nefarious plots by evil cults and the like. Goat-headed and grossly fat with hooved feet, he looks like every demon should. And the Wand of Orcus is a great illustration.
7. Frost giant. As a fan of vikings, I always felt a strong attraction to these bearded, horn-helmeted, axe-wielding species of giant. I have a special fondness for G2: The Glacial Rift of the Frost Giant Jarl as a result, which also featured a white dragon and his mate, a white pudding (cool, who knew puddings came in different colors?) as well as the only (as far as I know) published appearance of the dreaded remorhaz (see no. 4 below).
6. Death knight. Fiend Folio gets a lot of flak from D&D fans, and I'll admit it does contain more than its fair share of ridiculous, essentially unusable creatures. But Fiend Folio also had some soaring heights of creativity, including one of my favorite monsters, the death knight. I always liked the fact that only 12 were known to exist, which, like the rare Type VI series of demon, forces the DM to get creative with their use. I used to have a list (long since gone) of names, personalities, and reasons why each of these former lawful-good paladins fell into evil. Armored in black plate-mail and riding on fire-hooved Nightmare steeds, death knights also make for a great visual image. And man, were they powerful--75% magic resistance (and if 11 or lower is rolled on percentage dice a magic spell is reflected back at the caster), plus once per day were able to use a power word of any type and generate a (20 dice!) fireball.
5. Dragon. Although dragons are the archetypal D&D monster, back when I was DMing I never used them much, probably because I was influenced by Tolkien and considered them to be exceedingly rare. I never saw the point in good dragons and prefer the standard chromatic evil dragons, including blue and black. But if I had to choose a favorite I'd go with the classic fire-breathing red, again, probably due to my love of Tolkien's portrayal of Smaug. I still love the mechanics of 1E breath weapon attacks, which did damage equal to the dragon's initial HP. You don't want to fail a save against an 88 HP ancient red dragon.
4. Remorhaz. Man, these things are nasty. A large remorhaz can swallow a PC whole on a roll of 20, and "any victim swallowed in this manner is instantly killed due to the intense heat in the monster's digestive system," according to the Monster Manual. If you touch a remorhaz's back, you take 10-100 damage (sadly I never had a PC do this, but as a DM I always wanted to break out the percentile dice to roll for damage).
3. Hobgoblin. I like orcs but they have too much of a Tolkien connection; Hobgoblins will always be more D&D to me. I fell in love with these creatures in part due to the illustration on the cover of The Keep on the Borderlands and they became my go-to monster for mass attacks. In my campaigns hobgoblins could whip up on orcs because they were more organized and took better care of their arms and armor.
2. Troll. I'm simultaneously repulsed and fascinated by the awful appearance of D&D-style/Poul Anderson-inspired trolls, with their mottled green skin, twisted, muscled limbs, wiry hair, broken teeth, and (worst of all) empty, black, shark-like eyes. Trolls' regenerative properties made for great fights, especially if the PCs fought more than one (it was always fun to have characters scrambling to apply torches to a downed but not destroyed troll as other characters desperately fought a second or third). There was also something chilling in these creatures' capacity to fight up to three opponents at once--I can picture very clearly a clawed arm independently moving to claw a PC at its flank or rear as the troll bites a PC standing at its front.
1. Lich. Outside of the gods or perhaps a handful of unique creatures like the tarrasque, was anything tougher in AD&D than a high level magic user, and, by extension, the lich? Access to a arsenal of powerful high-level spells is what makes this monster such a fearsome opponent. Combine the spell-casting power of an arch mage (18th-plus level MU) with an undead, magic-resistant body, and a supra-genius mind which has centuries or millennia to plan its schemes, and you've got a receipe for toughest creature in the game. I always thought that the lich encounter in Descent to the Depths of the Earth, if played correctly, could/should probably serve as a TPK. I mean, the thing had access to limited wish and time stop--enough said.
Wednesday, March 4, 2009
In memoriam
Sunday, January 11, 2009
More on Tolkien and RPGs
In this vein I’d also like to comment upon another related topic that I have personally encountered, either in person or on various RPG message boards. This being that LOTR is too “high fantasy” and not bleak or bloodthirsty enough for the kind of D&D they enjoy. These folks’ campaigns are “serious,” avoid nonsense like “hobbits and elves” and “epic quests,” and don’t have “happy endings” like The Lord of the Rings—or so I’ve been told.
I’m going to climb on a soapbox for a moment here and state that these arguments betray a deep ignorance of Tolkien’s source material. Now, some of these people have read The Hobbit and/or The Lord of the Rings (though I’m frequently surprised by the number of gamers whom I’ve encountered that have not). In some cases they’ve only watched Peter Jackson’s films. Very few of these critics, apparently, have read any deeper.
Now, I’m not being a Tolkien snob here, and I will readily acknowledge that you can enjoy The Hobbit and The Lord of the Rings as standalone works. Millions of readers have and continue to do so. I did it for years myself. But there’s something to be said for digging deeper and getting at the "why."
James at Grognardia deserves praise for his continued exploration of “the history and traditions of the hobby of roleplaying” (as he describes the purpose of Grognardia). He continually reminds his readers that we cannot claim to understand why OD&D and 1E AD&D are the games they are without understanding their source material, which includes pulp fantasy and authors like Howard and Leiber, Vance and De Camp. These were the authors that informed and inspired Gary Gygax, author of D&D, as he wrote the game.
Now, you can play and enjoy OD&D and 1E AD&D without having read the pulps, and millions have. But before you attempt to “fix” their mechanics or declare them “unfun,” you should make an effort to understand why these games are written and function as they do. The authors of fourth edition D&D, for example, apparently have either not read these works, or have but decided to base their mechanics on other sources.
Likewise, you cannot dismiss Tolkien out of hand without at least making an effort to understand the roots and foundations of The Hobbit and The Lord of the Rings. These sources include The Silmarillion and its associated tales and myths (i.e., The Children of Hurin, Unfinished Tales, and The History of Middle Earth), which in turn were inspired by northern mythology.
The history of Middle Earth (its legendarium, as Tolkien called it) was Tolkien’s true love and the work of his life; Tolkien began laying down its origins in 1914, decades before The Hobbit and LOTR. He frequently returned to this legendarium as he wrote those two books and spent the latter portion of his life revisiting his broader creation. It was Tolkien’s great regret that these foundational stories of Middle Earth never saw publication (during his lifetime, of course); Tolkien’s letters and biography reveal his disappointment when publisher Allen and Unwin rejected much of what we know now as The Silmarillion, which Tolkien sent in for consideration following the success of The Hobbit. Stanley Unwin had asked Tolkien for a traditional sequel to The Hobbit, but what he received was very, very different.
These and other sources prove that Tolkien’s greatest love was his legendarium and the northern myths from which he derived inspiration; I would argue that “old school” RPGers who deride Tolkien for being too high fantasy/high medieval/a feel good escapist may feel differently if they spent some time on the origins, tales, and the deeper “whys” behind Middle Earth. Tragic and bleak are a few of the words I’d use to describe these sources. But they’re also a great read and loaded with cool ideas and campaign hooks. In fact, some of Tolkien’s gaming critics who choose to do take a closer look may feel inspired to create a gritty AD&D/Warhammer/Basic Role Playing campaign based on the First Age of Middle Earth.
Who knows—it might make for a heck of a fun game.