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“Tangent regarding [two well-regarded adventure
modules]: it really reads well, but it strengthens my desire to GM so called
"vanilla" fantasy to unknown heights. Not quite sure why that exactly
is.” -- Settembrini
TL;DR: This
post makes the case for taking a new look at vanilla fantasy, and considers how
we should go about it. It is, at this point, more a thought experiment than a
practical guide.
***
![]() |
Vanilla |
Vanilla fantasy often has a bad reputation, and
nothing makes this clearer than the fact that even its fans tend to make
apologies for enjoying it. Although its definition is as vague as porn’s “I
know it when I see it”, it is easy to find criticism directed at it. Vanilla is
commonly derided as boring, “still locked in a post-Tolkienian
mode with a fairly standard (and stagnant) array of racial/cultural types and
environments”, so predictable “everyone knows the main tropes of the
setting before you even tell them of the background”, heavily reliant on “stock
fantasy features” and “done to death” (random snippets from a random
forum topic discussing the subgenre).
Although much of the damage to vanilla was already
done by countless bad novel trilogies in the 1970s and 1980s, TSR deserves
special mention for turning bad fantasy into a fine art. They actually
accomplished the impossible by taking a literary genre rooted in wonder and
human imagination, and turned it into something safe, banal, and aggressively
devoid of the otherworldly. It is not the only way of turning fantasy into the
mundane (the gritty realism school has much to answer for), but it is a very
potent one. Many of us still have an allergic reaction to the poncy bards,
gnome illusionists and wise old wizards populating this peculiar corner of
hell, and ever since, we have wanted one thing: out.
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Also vanilla |
Since much of old school gaming as we know it
emerged in response to things old-schoolers didn’t like, vanilla fantasy was among
the first to be viewed with suspicion. Did vanilla contaminate the more pure
and more authentic Appendix N tradition? Were communists nefariously
fluoridating the adventure supply? In the discussions that have formed the old
school aesthetic as we know it, the rediscovery of sword&sorcery
influences, Lovecraft’s cosmic pessimism, and pulps on the boundary of science
fiction and fantasy felt like finding precious treasures, nefariously locked
away for decades. Newfound respect for (and the increased accessibility of)
gaming relics like Dark Tower, Arduin, Empire of the Petal Throne
and Wilderlands of High Fantasy, and the more out there TSR modules like
Shrine of the Kuo-Toa, Expedition to the Barrier Peaks and
pre-Drizzt Vault of the Drow pointed towards further explorations of
weird fantasy. The resulting old-school supplements have embraced these source
materials, and built upon them in many useful and interesting ways. Yoon-Suin,
Carcosa, Anomalous Subsurface Environment and Pod-Caverns of
the Sinister Shroom all come from this reappraisal, but it has also left
its mark on smaller thing like the re-emergence of GP for XP as a valid game
mechanic, or the interest in petty gods with base motivations and limited power.
It has been good for a host of GMs and players, because there was now a
generous amount of good new and rediscovered source material to serve as
example and inspiration.
***
There are many who have accused old-school gaming
of being essentially revisionistic, and while they inevitably miss the
point about why people enjoy these games, they are not entirely wrong. Those
old-school materials have a whole lot more vanilla in them than some would
admit. Nowadays we tend to fixate on the more exotic parts of the Wilderlands
of High Fantasy, but at its heart, it is as much about castles, hobbits,
dragons and nazgûls as it is about fallen starships and barbarous gods lording over
isolated city states. Greyhawk is half the out there fantastic fantasy of White
Plume Mountain and the GDQ series, and half a set of
pseudo-mediaeval realms with the texture of The Village of Hommlet and Keep
on the Borderlands.
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Vanilla with extra sugar on the top |
Not only was A/D&D deeply rooted in this
tradition, it actively moved away from the rest as it shed much of its pulp and
sword&sorcery heritage over the early 1980s. This came as much from a new
generation of fans brought up on vanilla fantasy and wanting to make sense of a
game that contained altogether too much off-colour weirdness for their comfort,
as a publisher that was also interested in filing off those rougher edges – the
naked woman on the ritual altar? That didn’t happen. (Actually, try putting
that on your cover today and watch as your business is set on fire by a
bunch of angry people with blue hair, and you become a nonperson on social
media. Fun times.) In those years, A/D&D consolidated its self-image by
focusing on its more harmless mediaevalisms and clearer good-versus-evil
themes, and exchanged Erol Otus for the likes of Larry Elmore and Jeff Easley. That
is, sword&sorcery and weird fantasy lost, and high fantasy won out. This
was no mere TSR ploy, since many of the fans also wanted it that way – they
wanted Dragonlance, Elminster and failed attempts at Tolkien, not
half-forgotten pulp fiction from the 1920s or a sentient amoeba zapping away a
bunch of adventurers with a blaster.
***
Is vanilla fantasy being done in old school gaming?
Yes; actually, there is a fairly large quantity of it if you look at RPGNow
releases, and there probably isn’t a week without a new goblin cave module coming
out that fits the description. But the reason they get little attention is not
just because of terrible hipsters who hate mom’s apple pie, the second
amendment, and Gary Gygax (as the theory goes at the K&KA), but also
because most of them are just plain bad or uninteresting. In addition to
structural problems (like the “16 rooms in 24 pages” issue, the most reliable
indicator of a disappointing adventure beside lengthy chunks of boxed text),
they often work from an exhausted set of standard building blocks which have
been overused to the point where they are bleached of their challenge,
imagination and wonder. Their set of influences is often limited to two or
three modules (but really, mostly just Keep on the Borderlands without
the extra effort). Even today, the bad reputation of vanilla is not entirely
undeserved.
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Damn fine vanilla |
Furthermore, people who have a good eye for vanilla
fantasy, and may have a thing or two to say about applying its lessons to
gaming, have been asleep at the wheel. I have read many complaints about the
lack of good, honest adventure modules you could import into Greyhawk or your
homemade pseudo-mediaeval fantasy land, but much fewer active offers to step up
and remedy the problem by writing and sharing a few actually good adventures
along those lines. Complain about the hipsters all you want, but at least they
are doing something – I could list numerous memorable old school products from the
recent years which had some kind of hyper-exotic premise, but it is much harder
to recall what vanilla fantasy has done for me lately (Secrets
of the Wyrwoode was a good recent exception). For various reasons, the
people who write good stuff tend to avoid vanilla; the people who could write
good vanilla don’t; and without the creative tide that would lift all ships, the
field is left to stagnate. (There is an enormous library of Pathfinder and 5e
products I know very little about, and which may fit the bill, but frankly,
nothing so far has made want to take a closer look.)
But it doesn’t have to be that way. There is
nothing inherently wrong with vanilla. Unlike the imitations, dilutions and
substitutes, real vanilla has a rich and complex flavour. A bite of
vanilla ice cream is a small scoop of heaven, and vanilla goes a long way in a
lot of recipes. There is a good reason people grew to like vanilla in the first
place. If we realise this, we can make it right. We can make vanilla great
again!
***
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Damn fine vanilla with wizards in conical hats |
To restore vanilla fantasy to its proper place, we
have to go back to its origins, the pure ingredients which have established it
as interesting and alluring. That’s where all things start, just like it did
with the restoration of sword&sorcery to D&D’s heart. We have to know
its sources, from the early 20th century writers who had given it
form, to Tolkien, and perhaps particularly to those who have successfully reinvented
it at a time when it was already undergoing stagnation. Vance’s Lyonesse,
an outsider’s take on high fantasy, is an excellent example, with its take on myth
and legend, the way it handles good and evil, its range from dynastic struggles
to smaller adventures, and its enormous cast of characters from characteristic Vancian
oddballs to others drawn from a more romantic sensibility (Lyonesse features a
clash of widely different aesthetics, making for a very enjoyable dissonance).
We have to take a new look at the motifs vanilla
fantasy builds from to appreciate their beauty and clarity – the landscapes,
characters and plots which appeal to the imagination. We have to give them back
their meaning, fill them with content. If we do, there is power in the tales of
knights who try to do good and represent a heroic ideal even if (and perhaps
especially if) it is not easy and not convenient. There is value in preserving
bucolic rural lands if they embody a worthy way of living. There is nothing banal
or trite about the wonders of natural beauty, or the mystery of a dense
woodland landscape dotted by the ruins of a better age brought down by an evil
empire. Imbued with their original allure, the faerie can be mysterious and
creepy again, and we can similarly appreciate magic in its rightful place – as
something whimsical, wondrous, but fundamentally unsafe. Beauty (although often
dangerous and corrupted beauty) is one hallmark of this subgenre, just like
inhospitable wastelands are the domain of sword&sorcery. The landscape
itself often has a certain moral dimension – Tolkien’s points of light such as
Beorn’s homestead or Lothlórien have healing power, while places corrupted by
Sauron are actively hostile and degrading.
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Damn fine vanilla with killer squirrel |
We also need to rediscover a moral complexity which
is usually missing in the second-rate imitations. Vanilla fantasy deals with relatively
clean-cut concepts of good and evil, and this element can be the hardest to
pull off without milquetoast moralising, Saturday morning cartoon villainy, or
something where “good” just ends up corrupted and creepy. To leave a mark on
the game, evil ought to be more than “looks evil” or “belongs to a group which
is evil”, and be present on the level of “does evil things”. Vance (again) once
gave an excellent definition: “What is an evil man? The man is evil who
coerces obedience to his private ends, destroys beauty, produces pain,
extinguishes life.” This is fine for a working definition. Likewise, good
should not be a convenient label, nor a manifestation of Lawful Stupid, nor
even a rubric which is satisfied by adventuring and defeating evil monsters. Good
takes an effort – in acts of generosity, going out of the way to do the right
thing, and resisting the lure of evil. Moral conundrums have a place in this
kind of fantasy; in fact, similar dilemmas give a true meaning to good and evil
(although teenage dickhead GMs who try their darnedest to make the virtuous
fall through placing them in impossible situations is a fair warning about
where not to go with this element).
There is one stumbling block where the task of
running a properly heroic campaign is always going to be hard. D&D’s rules
and assumed style of play do not make for a very heroic game, since the bold
and the foolish tend to die quick, ignoble deaths in dank hellholes instead of
going on to great things. This is probably one area where genre logic should
take a backseat. Heroic destinies and characters fated to be heroes may not be
entirely hopeless ideas, but these features need to be adapted to D&D’s
specific style to avoid losing player agency and the thrill of risk. That is,
we need to make it all work in a game, the spot where Dragonlance stumbled and
never got up again, and where various narrative games pushing for genre
emulation end up dissatisfying because the players are cushioned from the
consequences of their actions. Ironically, the monomyth, that popular
old chestnut trying to explain every epic from Lord of the Rings to Star Wars
and Harry Potter, is precisely the thing we should be cautious about: not only
does it tend to degrade the scope of heroic fantasy to one standard plotline,
it is full of hidden pitfalls which make it hazardous to good gaming.
***
Of course, it need not all be dramatic to the
extremes. A good vanilla fantasy campaign can simply be one which can find a
way to present traditional fantasy motifs in a fresh way, where the pseudo-mediaeval
background has a proper sense of wonder, and where the game has an interesting
moral dimension. That’s what it takes, but it is probably much harder to do
nowadays than even a proper “Appendix N” campaign – avoiding the corruption of
the bad stuff (and some of it is pretty dire), or the temptation to drown the
campaign in cynicism and post-modern irony (omnipresent, but on the wane in The
Age of Earnestness). But how do we achieve this, and where do we go from there?
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Damn fine vanilla with heroines and crystals and valkyries |
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