For my part, my literary inspiration was from Michael Moorcock, Fritz Leiber, Robert E. Howard, Jack Vance, Ursula LeGuinn, Michael Shea, and H.P. Lovecraft. Of course, the feel of early 1st edition D&D played a big part in shaping my preferences for what sort of atmosphere a fantasy setting should evoke. Furthermore, my interests in history, mythology, and anthropolgy have informed my expectations of how societies behave, in all their strange variety.
So I'm an unreformed sword and sorcery fan, with a preference for vast and dangerous wilds, predatory cities, cruel and debauched kings, weird magic, and ancient ruins. In D&D terms, the Wilderlands is my preferred setting. While I find good versus evil to be a useful narrative device on occasion, the campaigns I enjoy the most (as both a player and DM) are those where the world is largely hostile and the players are acting more or less in their own interests. In that sense, the Dying Earth stories of Jack Vance are perhaps my strongest inspiration.
Now, I'm aware that my preferences are atypical. They were probably uncommon even in the era of 1st edition, and are almost unheard of today. I'm fine with that, and don't expect to find published material to suit my inclinations, outside a Wilderlands here or an Ancient Kingdoms: Mesopotamia there.
What I'm wondering is what are the origins of the sensibilities expressed in today's D&D? For sure, some of them can be traced back to the high middle ages/ renaissance feel of Gygaxian D&D. There's Tolkien and his legions of imitators, who have dominated fantasy literature for 25 years. Then we have all the Forgotten Realms/Dragonlance source material that most 2nd edition players were weaned on. It's about this time that fantasy gaming itself became the wellspring of fantasy literature, a kind of artistic feeback loop. And then we have computer games like the Baldur's Gate series, which create their own expectations in players.
So what makes these models different from sword and sorcery and unappealing to me? Probably the biggest reason is their anachronistic sensibilities. By this, I mean that while the characters in the game may wear strange clothing, carry swords, and be of non-human origin, they all seem to act much like modern humans. The way people react to one another, family life, commerce, attitudes to religion, and notions of good and evil - all seem rather familiar.
For instance, in the Shackled City thread I remarked that I thought a plot hook of rescuing kidnapped orphans was insipid and anachronistic. Orphanages are a modern concept. Children without parents were traditionally adopted by family or neighbours to work the fields, or abandoned to the streets, where they became feral. Now, it may sound strange citing ahistoric institutions and behaviour as a problem in a fantasy world, and I'm not the sort of DM who feels compelled to work out realistic economies and ecologies in my campaigns, but modern sensibilities spoil my suspension of disbelief, in the same way a fantasy city where some citizens drive around on motorcycles would.
And not only does rescuing orphans spoil my suspension of disbelief, it just isn't something that's found in my artistic inspirations for D&D. I suppose I'm just not into heroic high fantasy, or the romantic sort of notions evident in renaissance fairs.
So I'm curious how others find the current tone of D&D published material, and - particularly if they enjoy it - how their expectations of how a fantasy setting should feel have been formed.



