When Dungeons & Dragons co-creator Gary Gygax published his now-classic Advanced D&D Dungeon Master’s Guide in 1979, he highlighted “Inspirational and Educational Reading” in a section marked “Appendix N.” Featuring the authors that most inspired Gygax to create the world’s first tabletop role-playing game, Appendix N has remained a useful reading list for sci-fi and fantasy fans of all ages.
In Advanced Readings in D&D, Tor.com writers Tim Callahan and Mordicai Knode take a look at Gary Gygax’s favorite authors and reread one per week, in an effort to explore the origins of Dungeons & Dragons and see which of these sometimes-famous, sometimes-obscure authors are worth rereading today. Sometimes the posts will be conversations, while other times they will be solo reflections, but one thing is guaranteed: Appendix N will be written about, along with dungeons, and maybe dragons, and probably wizards, and sometimes robots, and, if you’re up for it, even more. Welcome to the second post in the series, featuring a look at Three Hearts and Three Lions by Poul Anderson.
To celebrate this awesome new series, Tor.com is giving away five gorgeous sets of D&D dice from Chessex. Check out the sweepstakes post for more information on how to enter!









When Dungeons & Dragons co-creator Gary Gygax published his now-classic Advanced D&D Dungeon Master’s Guide in 1979, he highlighted “Inspirational and Educational Reading” in a section marked “Appendix N.” Featuring the authors that most inspired Gygax to create the world’s first tabletop role-playing game, Appendix N has remained a useful reading list for sci-fi and fantasy fans of all ages.



Did you know Gene Wolfe, who turns 82 years old today, invented Pringles? Well, okay, okay, that is a smidge hyperbolic, but he did develop the machine that makes them. I like to imagine that their 
My fondness for Neanderthals

Transdimensional Teenage Mutant Ninja Turtles may very well be the greatest role-playing game sourcebook of all time. I’m not even being slightly hyperbolic. It is a book that talks about everything from dinosaurs to time travel, from wizards to parallel dimensions. I suppose I should start a little further back: do you know that Palladium published the TMNT game, called Teenage Mutant Ninja Turtles and Other Strangeness? Well they did, and while the game is built on the rickety foundation of the Palladium system, the “Bio-E” mini-system for mutating your character from everyday animal into an anthropomorphic version is incredibly elegant. Transdimensional TMNT takes the “Strangeness” part of “...and Other Strangeness” and cranks it up to eleven. The real kicker, though, is that it has perhaps the most cogent system for time travel that I’ve ever seen, period.
You think I’m not aware that I’m the voyeur god of this story? Standing outside the gutters and frames of the comic book panels, sure, that is where the gods and demons, the archons and aliens lurk. In the post-modern, fourth-wall-breaking context. The reader though, the reader is outside the entire framework. What does Morrison call it, in the end? The supercontext. But just how outside of it are you? Grant Morrison is outside of the comic, but he (with his artistic collaborators) created it and delivered it to you, like an infection, or a vaccine. Heck, it is even outside of time; Grant Morrison writes the message over a period of years, from 1994 to 2000, and I start reading it right at the tail end of 2012. Right at the end of the world. Ragged Robin is 33 years old in 2012, and so am I, at the end of the world, and I’m right in the middle of the supercontext.





















