Let’s lay down the ground rules. A Hollywood novel is
a book-length single work of fiction,
regards the American film or TV industry, and
is set in or around Los Angeles, California.
The Hollywood novel should not be confused with the Los Angeles novel, which may be set in similar locations but is not primarily concerned with the film industry. This includes almost all of John Fante’s work (Ask the Dust).
Also eliminated are autobiographies like Robert Towne’s The Kid Stays in the Picture and Julia Phillips’ You’ll Never Eat Lunch in this Town Again, both entirely about the Hollywood film industry and both reportedly nonfiction.
And, sadly, my first rule eliminates Fitzgerald’s superb The Pat Hobby Stories as it’s a story collection, not a novel. (Otherwise, these are some of the finest, and funniest, stories ever produced about Hollywood.)
Wikipedia offers a rather lengthy list of Hollywood novels. Obviously I’ve not read them all, and so the list that follows is not the hands-down decision on the Greatest of All Time, but is a healthy representation of the form.
When I was a teen and enamored with Dungeons & Dragons, one treasure I discovered poring over the rules books was Appendix N of the Dungeon Masters Guide. D&D co-creator Gary Gygax lists nearly thirty pulp and genre writers as major influences on the development of the game. “Upon such a base I built my interest in fantasy,” Gygax wrote, “being an avid reader of all science fiction and fantasy literature since 1950.”
In the early 1970s, Gygax and Dave Arneson harvested genre and pulp fiction to invent a new game, one that felt oddly familiar yet unlike any other experience. If “a book is a pocket or portable dreamweaver,” then Gygax and Arneson systematized that dream with charts and rules and catalogs. They took the dream off the paperback page and put it on the tabletop where it can be shared and shaped by a group of people.
If you’re familiar with D&D, most of the authors listed in Gygax’s Appendix N are unsurprising: R. E. Howard (creator of Conan), H. P. Lovecraft, Fritz Leiber (whom I’ve written about before), Michael Moorcock, J. R. R. Tolkien. Some names do surprise though, such as Leigh Brackett, whose screenwriting credits include the film noir The Big Sleep and John Wayne’s Rio Bravo. (Gygax probably included her for her planetary romances set on Mars, however.) Others would have faded into obscurity if not for Gygax’s list.
I don’t recall Appendix N being discussed much by D&D players back in the day. Decades later, the D&D blog Grognardia revealed to me that Appendix N has taken on a life of its own within the community. Gygax’s list has been studied, dissected, and emulated. There’s even an Appendix N Book Club. Blogger James Maliszewski called Appendix N the “literary DNA” of D&D.
And while Appendix N names only 20th-century authors, skimming the various rule books reveals D&D’s literary DNA also includes (in no particular order):
Western European legend, from Charlemagne to the Renaissance (“Matter of France”)
Celtic and Irish folklore
Slavic folklore
Haitian folklore (although D&D’s zombies are more like 1968’s Night of the Living Dead)
Ancient Egypt (although D&D’s mummies owe more to 1932’s The Mummy with Boris Karloff)
Western classic literature (Frankenstein, Paradise Lost, Canterbury Tales, and more)
20th-century genres beyond those listed in Appendix N (horror and science-fiction as well as fantasy, in print and film)
This list is incomplete, but already its breadth is wild. How could a game culled from this haggis hang together in a coherent fashion, let alone grow into a cultural phenomenon played and studied fifty years later? D&D’s pulp fantasy roots help, but some credit must be chalked up to its origins in the gonzo anything-goes 1970s. Another reason is that D&D, like the written word, takes place in the mind rather than on a screen, and so inconsistencies can be papered over by the imagination and a willing suspension of disbelief.
D&D is a cultural mutt, perhaps the ultimate postmodernist pastiche. (As Jeff Rients put it: “You play Conan, I play Gandalf. We team up to fight Dracula.”) As with other collaborative games such as Exquisite Corpse, a session of D&D is never truly finished or closed. The difference is, D&D’s rules and system are open-ended. The game organizer is free to mix-and-match their own inspirations—Gygax and Arneson baked a kind of implied amendment system into their Constitution. “From such sources, as well as any other imaginative writing or screenplay you will be able to pluck kernels from which to grow the fruits of exciting campaigns,” Gygax wrote in Appendix N.
Han Solo and the Millennium Falcon crash-land in the D&D world and need the players’ help? That’ll work.A zombie apocalypse sweeping across a country village? That’ll work. Modern superheroes transported to the age of D&D? That’ll work. Referees can add their own pulpy sources and influences and, somehow, it still holds together.
There were complaints that this melange was ahistorical, especially from players who’d got it in their head D&D was to be a simulation of some sort. At its most basic, the game felt like swords and magic in Ye Olde Merrie England or thereabouts. So why do players fight Jewish golems and Egyptian mummies? Concerted efforts were made to correct Gygax’s “mistakes” and produce more historically-accurate role-playing games, such as Chivalry & Sorcery and Fantasy Wargaming. Those titles drifted into obscurity while D&D’s popularity intensified. Gygax’s and Arneson’s reception to inspiration from all sources—their “lightning rod”—was a feature, not a bug.
Not only does Appendix N indicate how widely-read Gygax and Arneson were, it also suggests how widely-read they expected the players to be. D&D wasn’t merely made by smart people, it was made for smart people.
Gygax could have used Appendix N to recommend movies, TV shows, or comic books, but chose not to. “I would never add other media forms to a reading list,” Gygax wrote in 2007, a year before his death. “If someone is interested in comic books and/or graphic novels, they’re on their own.” For me, this quote seals just how highly Gygax regarded the written word.
Over the past week, the more I tell myself I will not live in fear or succumb to panic, the more I wonder if I’m fooling myself. Such are the unusual times we’re in.
My rule-of-thumb has been to halve whatever heat the press applies to its current hot topic—to recognize it’s in the media’s interests to double a controversial topic’s magnitude to sell more advertising. For the current outbreak of coronavirus, however, dividing by two still yields a large number.
Watching the spread of COVID-19 in near real-time on my computer screen, my thoughts keep returning to a certain class of story, ones that deal with mass disease, plague, and creeping horror.
With social distancing becoming chic and more people staying home nights, here’s a selection of books and movies that offer food for thought for uncertain times:
The Plague
Often read as an allegory of the French Resistance during World War II, it’s just as enriching to read Albert Camus’ classic as a straight accounting of bubonic plague striking an Algerian town.
The novel’s first section reads like a cribbed summary of the past three months. The town government is slow to respond to the first signs of outbreak, and then they attempt to downplay and muzzle news of the disease. The townspeople are initially detached, even sarcastic, about the oncoming epidemic. Doctors hesitate to utter its name. Only when the horror is plain is there a complete lock-down of the city. We haven’t seen food riots or looting—yet—but Camus’ depiction of citizens being shot while escaping quarantine, and paranoia stoking bigotry and violence, naturally makes me wonder which is worse: the disease or its targets.
“A good hour wasted!” the inspector sighed when the door closed behind them. “As you can guess, we’ve other things to think about, what with this fever everybody’s talking of.”
He then asked the doctor if there was any serious danger to the town; Rieux answered that he couldn’t say.
“It must be the weather,” the police officer decided. “That’s what it is.”
What does The Plague depict that we’re not seeing today? Camus’ gallows humor, for one. The San Francisco of thirty years ago would be holding end-of-the-world parties right now, and plague doctors’ masks would be the hot fashion item of the season. Instead, San Francisco went from boom town to ghost town over the course of a single weekend. Camus’ interrogation of God’s will versus nature’s blind force are scarce today too. It appears everyone’s more-or-less agreed on the science behind COVID-19, although conspiracies abound—perhaps our culture’s new religion.
“Well, I know. And I don’t need any post-mortems. I was in China for a good part of my career, and I saw some cases in Paris twenty years ago. Only no one dared to call them by their name on that occasion. The usual taboo, of course; the public mustn’t be alarmed, that would do at all. … ‘It’s unthinkable. Everyone knows it ceased to appear in western Europe.’ Yes, everyone knew that—except the dead men.”
I like to think Camus’ main characters recognized the absurdity of fleas on grungy rats sending an entire city into a locked-down panic. Maybe in the future we’ll have a rounder perspective of the 2019-2020 coronavirus. Not today, apparently.
12 Monkeys
One of my favorite films. In Terry Gilliam’s near future, mankind lives underground after an unnamed virus killed five billion people and made the Earth’s surface uninhabitable. A convict is sent backwards in time not to prevent the near-extinction event, but to gather information about the virus so future scientists may develop a vaccine.
As with The Plague, 12 Monkeys is laden with absurdity and irony even though the subject matter is dead-serious. The ending is ambiguous, but one reading is even more fatalistic than Camus’ novel. “All I see are dead people,” the convict mutters as he peers around a thriving 1990s America.
Then there’s the scene where the viral spread is recalled by counting off the cities it was first detected in, much as we’re talking about Wuhan, Italy, King County, and so forth. The 12 Monkeys virus was communicated quickly due to modern airline travel, which again sounds awfully familiar. Of all the titles in this list, 12 Monkeys hews closest to today’s reality.
Orwell’s war-time diaries
While not strictly about plague or pestilence, Orwell’s diaries of London life during World War II have remarkable currency. Reading his private thoughts during the London blitz are Orwell at his most claustrophobic.
Orwell records the daily despairs overheard in pubs and tobacconists, the griping over the stark wartime rationing, and his own dulled sense that he’s grown accustomed to the sound of airplane gunfire. London’s citizens black out their windows and stay at home fretting over the newspaper and beside the radio. Above all, he writes of his suspicions that government censors were holding back embarrassments on England’s progress in the war—and most likely lying through their teeth, although “there is probably more suppression than downright lying.”
The usual Sunday crowds drifting to and fro, perambulators, cycling clubs, people exercising dogs, knots of young men loitering at street corners, with not an indication in any face or in anything that one can overhear that these people grasp that they are likely to be invaded within a few weeks, though today all the Sunday papers are telling them so. The response to renewed appeals for evacuation of children from London has been very poor. Evidently the reasoning is, “The air raids didn’t happen last time, so they won’t happen this time.”
His diaries ring of today’s self-quarantines, the lines at the supermarkets, the daily sense of uncertainty, and each morning checking the Web knowing the infection numbers will only be rising. Our government is now holding public health meetings in secret. At least our press is free enough to report that much.
There are days Orwell sounds resigned to England being overrun by the Nazis, and there are days when he’s even more apocalyptic. Orwell, ever the Socialist, grimly cheers himself up by predicting the end of the war would trigger a workers’ revolution and the end of capitalism. It’s an unusually millenarianist moment for the author of 1984 and Animal Farm, and one where his predictive powers failed him.
Invasion of the Body Snatchers
The 1956 thriller is a classic of Red Scare film-making. The 1976 remake with Donald Sutherland and Leonard Nimoy is creepier and—improbably—campier. Extraterrestrial spores quietly rain down on Earth to infect humans while they sleep. One by one, humanity is replaced with emotionless, purposeless clones.
The 1956 original is interpreted as either a caution against Communism or anti-Communism, making it the ultimate McCarthy-era open text. The 1976 remake is on several lists of post-Watergate conspiracy thrillers, yet it’s even less politically-charged than the original. As with my suggestion about The Plague, what if both were simply viewed through the lenses of infection and contamination?
When the aliens are perfect clones—when an infected person is outwardly healthy—it’s impossible to know who to be wary of, and so people rely on less reliable and less noble signals to judge unclean. By the middle of Body Snatchers, every major and minor character who comes into the shot leaves you asking, “Are they—?” There’s the awful hesitation these days when people shake hands. There’s the dismalness of watching people scurry away from a blown nose or a sneeze.
Meanwhile, Kevin McCarthy’s plea for everyone to listen and see what’s coming sounds eerily like the health care professionals who warned the public of the coming epidemic, especially those who were censored or warned about spreading rumors:
Paranoia—fatalism—taboo—absurdity. I’m not claiming this list will cheer you up. Perhaps it’s helpful to see people at their best and worst when fear is spreading like a disease. Maybe it’s comforting to know we’re not the first to experience this dread. There’s a light, even if it’s not the end of the tunnel.
In John Updike’s Picked-up Pieces, he expounds on his personal rules for reviewing books. I’m quoting them here to remind myself of this hard-won wisdom as well as to share with others:
Try to understand what the author wished to do, and do not blame him for not achieving what he did not attempt.
Give enough direct quotation—at least one extended passage—of the book’s prose so the review’s reader can form his own impression, can get his own taste.
Confirm your description of the book with quotation from the book, if only phrase-long, rather than proceeding by fuzzy précis.
Go easy on plot summary, and do not give away the ending.…
If the book is judged deficient, cite a successful example along the same lines, from the author’s oeuvre or elsewhere. Try to understand the failure. Sure it’s his and not yours?
To these concrete five might be added a vaguer sixth, having to do with maintaining a chemical purity in the reaction between product and appraiser. Do not accept for review a book you are predisposed to dislike, or committed by friendship to like. Do not imagine yourself a caretaker of any tradition, an enforcer of any party standards, a warrior in any ideological battle, a corrections officer of any kind. … Review the book, not the reputation.
I write reviews on this blog. Have I followed Updike’s commandments? Most are familiar to me in a hazy internalized way, even if I’ve not formalized book reviewing rules of my own. I confess guilt to giving away the ending of at least one book (a mystery novel, no less). And I could probably do better in my reviews with quoting the source material.
We live in a time of constant media negotiation. We’re not consumeristic readers any longer. With the Internet we’ve all become critics. Film review sites allows moviegoers to pan movies, even pan them before they’re released. We’re saturated with media and we’re saturated with criticism too. Updike’s rules may serve a newfound purpose: A way for us to judge criticism rather than accept it uncritically.
Writing about Monsters and Manuals and rereading the abandoned Dungeons & Dragons blog Grognardia led me to think about a few more D&D-related topics, like dice and randomness.
All those funny-shaped D&D dice, subject of endless mirth and memes, serve a purpose quite different than moving a pawn around a playing board. D&D’s reliance on chance for story events—combat, encountering monsters, dealing with hirelings—represents an
embrace of events beyond your control as an integral part of the gaming experience…the ‘story’ arises from the synthesis of design, randomness, and reaction; it isn’t something you can set out to create.
While Gygaxian Naturalism may make D&D like playing within a fiction, there is no single author of the story. In any D&D session there’s the referee, the players, and the dice. The dice are the third team on the field.
Even the referee is subject to the winds of chance. If she dispatches a band of goblins at the players intending a slaughter, bad dice rolls on her part (or good rolls on theirs) may thwart her plans. Even if she tries to assist the players through a rough patch, the dice may decide otherwise. A novelist can put an authorial thumb on the scales to tip fortune toward or against his character. In D&D, the referee doesn’t have the same absolute freedom.
That’s not to say D&D is a game of mere luck. The referee and players make most of the decisions throughout the game. Gygax wisely corralled dice rolls to specific situations, containing their entropy to key decisive moments. (The history of D&D’s polyhedrons—originally, all were Platonic solids—is an interesting story in its own right.)
Everyone who plays D&D long enough develops a futility toward the capriciousness of the dice. Take away the dice, though, and you have something that’s not D&D.
Combining cooperation with chance reminds me of exquisite corpse, where multiple artists contribute portions to the final picture, even though none of them are permitted to see the rest of the page until the drawing is completed. The obvious difference is that in D&D the story’s contributions are guided by dice rolls rather than obscuring the page.
Introducing cooperation and randomness to the creative process isn’t cheating, it’s adding more creativity. Embrace “the synthesis of design, randomness, and reaction.” These small chaos-es release the tight grip our ordered minds wish to exert over our creations, that impulse to micromanage every little detail of a short story or novel. Such creative games also fine-tune the internal “lighting rod of inspiration” I’ve written about before by introducing elements out-of-the-blue we may not have considered otherwise.
My previous posts on the blogs Monsters and Manuals and Grognardia led me to look back on Dungeons & Dragons, a game whose influence on me is pronounced, even if I haven’t played it since I was a teenager.
One topic blogger James Maliszewski explored in depth was “Gygaxian Naturalism,” his term for D&D’s co-creator Gary Gygax’s aesthetic sensibilities:
The intention behind Gygaxian Naturalism is to paint a picture of a “real” world, which is to say, a world that exists for reasons other than purely gaming ones. The implication is that monsters have lives of their own and thus go about their business doing various things until they encounter the player characters. … I don’t mean to imply that [D&D] is realistic in any meaningful sense, only that its fantasy follows “natural” laws of a sort, much in the way that, for example, I know that there are squirrels and raccoons and rabbits in my neighborhood who go about their business when I’m not seeing them in my yard or chasing them away from my recycling bins.
Before Grognardia I’d never heard anyone describe D&D as naturalistic, and yet the moment I read this post I knew exactly what Maliszewski was referring to. Gygax breathed an internal logic into his game. His fantasy world is a dynamic and mutable place rather than a static backdrop.
The creatures that inhabit this fantasy world don’t merely exist as wooden cut-outs in a shooting gallery. They coexist within an ecosystem. Minotaurs prefer solitary existences while goblins live in tribes. There’s a pecking order. In Against the Giants, the players discover the Hill Giants answer to the Frost Giants, and the Frost Giants answer to the Fire Giants…and all the giants answer to the elves underground.
Gygax’s The Village of Hommlet is an exemplar of D&D naturalism. The village is a medieval Winesburg, Ohio of nosy innkeepers and petty intrigues and split alliances—oh, and there’s an evil-worshiping death cult ten miles outside of town. One reviewer notes Hommlet “is a place with history and its history shapes and affects its layout, mood and inhabitants.”
Those inhabitants don’t exist merely to impart exposition or direct the adventurers to the dungeon entrance. They have ambitions, suspicions, and secrets. They share useful and baseless rumors. A widower farmer and his spinster daughter live in town. They are the black sheep of the village and not well-liked. They’ve stashed seventy-three silver coins in the hollow of a tree—there could be a story within all these details, a story within the larger story. Another farmer’s son likes his brew a bit too much and will wag his tongue if drunk under the table, while the town brewer’s nephew can hold his ale and then some. One elderly farmer is ex-military but would rather talk about any matter other than fighting. More question marks, more history.
And yet, it’s possible, even likely, none of these inhabitants or their situations will be faced by the players. Like Hemingway’s iceberg, Gygax’s inclusion of these details make the setting richer even if little of it is presented in-game. The players may never meet the farmer’s daughter, they may never drink at the inn, and they may never become involved in Hommlet’s inner squabbles. But if these details do become relevant, the game referee is expected to honor the villagers’ best interests and play to their strengths and weaknesses the way a character actor might develop a backstory for his brief role.
How does this correspond to naturalism in literature, especially American literature? In work like McTeague or The Awakening, characters are cursed to accede to the drives of base instincts rather than follow established civilized norms. Greed is innate. Lust cannot be tamed. (Brew cannot be avoided.)
Naturalism presents “nature as an indifferent force acting on the lives of human beings.” Gygaxian Naturalism certainly meets this criteria. Man is of no concern not only to animals, but also bugbears, dragons, and gods, demigods, and demons. The infamous D&D dice act as passionless Fates that hold the players’ futures in their hands. The players start as insignificant creatures in the great chain of being, only becoming a problem when they burst into a lair bearing swords and torches. A player character’s death is mourned by few, if anyone.
In the introduction to The Village of Hommlet, Gygax writes “there are wheels within wheels in Hommlet and the lands around, and behind each character there is another, the circles growing wider and the figures shadowy but very powerful.” It’s not deep, nuanced stuff, but it’s enough sophistication to give players a lurking sense they are but minor actors in a larger drama. Gygaxian Naturalism is a big reason why playing D&D felt like acting within a story rather than playing a sword & sorcery video game sans computer.
Last time I wrote of my praise for Monsters and Manuals, a long-running blog on role-playing games. How I came across Monsters and Manuals is a story itself.
In 2012 I somehow found myself reading a now-defunct Dungeons & Dragons blog called Grognardia. Now, I haven’t played D&D since Ronald Reagan was president, although I was active in the game throughout the 1980s. Why I came across the blog is long-forgotten to me, but there I was reading about D&D in theory and operation.
Grognardia was a bit of a revelation: People—adults—were still playing D&D, even after the rise of the Internet and smart phones and hellaciously ambitious video games. For years I’d thought back on D&D as an odd teenage avocation of mine, a 1980s trend that faded with Rubik’s Cube and glam metal. For me in 2012, the image of four to eight people around a table with paper and pencil rolling saving throws was a sepia-tone daguerreotype of a more innocent age. Now I know better. D&D (and role-playing in general) has changed and evolved, but it’s still going strong.
Reading Grognardia for the first time made me feel like Mel Brooks’ 2,000 year-old man stepping out from a 33 A.D. time capsule and discovering people are still abuzz over that Jesus guy. I lost contact with D&D after 1987 (or so) and Grognardia was my re-introduction to the community. Amazingly, I found the community was talking about the state of D&D prior to 1987.
Reading Grognardia’s love-letters to Gary Gygax, co-creator of D&D, and its many tributes to old-timey role-playing was a massive syringe injection of nostalgia. Reading closely, I deduced blogger James Maliszewski was about my age and had been introduced to D&D around the same time I was (the late 1970s).
Grognardia gave Maliszewski a platform to lay out his dim, gimlet-eyed views of the state of D&D in the 2000s. In fact, Maliszewski held a pretty dim view of all things D&D after about 1983. (“Dragonlance Ruined Everything”, “I Hate Change”) His scheme of D&D’s eras has the game exiting its Golden Age before 1983 and waving goodbye to its Silver Age around 1989. From there, in Grognardia’s estimation, Dungeons & Dragons was downhill.
Maliszewski’s writing is forceful, lucid, and mostly consistent. The early Grognardia posts were manifesto-like, each chiseled from a bedrock belief in old-school D&D, each post a brick set in mortar like a fervent parishioner building a country church by hand. His brimstone sermons on original intent and calls for a return to the soil earned him a wide fan base at his blog’s height a decade ago.
Alas—and you probably saw this coming—cracks in his reputation began to appear not long after I began reading his blog. (Like most Internet dramas, it’s a mildly complicated story and better explained by him and others.) Grognarida ceased updates soon thereafter, and I so searched for a replacement blog to fill the nostalgic void. That’s how I discovered Monsters and Manuals, which I’ve been reading ever since.
While writing my last post, I spent some time revisiting Grognardia. I’d not read it since my first encounter in 2012. The reread gave me a new appreciation for Maliszewski’s idiosyncratic but thoughtful perspectives. Back in 2012, his posts forced me to evaluate (and reevaluate) my memories of D&D and its impact and history. In my reread, I found myself returning to those evaluations once more.
I’m by no means a D&D insider, so my thoughts on the game may earn a collective yawn from the community, but I’ll record them in future posts in case they’re of interest to anyone.