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Storytelling and Pacing: Why a D&D Movie is Doomed and Could Still Be Awesome

August 11, 2015 by Shawn Merwin

The D&D brand operates on a different plane of existence than other RPGs. While other companies made their big announcements and rolled out their newest projects at Gen Con last week, the biggest news in RPGs broke on the Monday following Gen Con: a settlement was reached in the proceedings to sort out who had the rights to a D&D-based movie.

The ruling came at a time when the idea of storytelling within D&D was foremost in my mind. I had just delivered seminars aimed at helping DMs navigate the thorny problem of delivering story at the gaming table while at the same time pulling story from the players. I was also writing an article about story flow, comparing how different mediums—particularly RPGs, novels, and film—facilitate and require different types of pacing techniques to effectively present the material to their audiences. Just within the RPG field, I was wrestling with the concepts of pacing differences between D&D sessions lasting one hour, two hours, four hours, and eight hours, and between RPG campaigns of varying lengths. Add to that the concept of player agency in the ongoing narrative, and my mind was whirling with theories and possibilities. Then the news of the D&D movie rights being settled turned my thinking on a whole different axis.

D&D is a game, first and foremost. However, it is built (sometimes quite directly) on the spines of some of the greatest fantasy literature ever written. And, to its detriment or benefit, some of the not-so-greatest. Regardless, the pace of the game originally, by design, matched the pace of that literature. For every battle with orc hordes in Moria, there were multiple descriptions of elven history. For every page of rules in D&D history, there are 100 pages dealing with the details of settings and game worlds, of PC and NPC backgrounds and personalities, of the deities and divine/infernal creatures who control the cosmos. Drizzt is nothing without Lolth. Elminster is nothing without Mystra. Gord the Rogue was nothing without Tharizdun.

Swords & Scripts

What both worries and excites me about the prospect of a fully realized D&D movie is that the game is one thing, and the brand is something else, and the collective societal consciousness surrounding both is fractured and contradictory and quite the untamable beast. What makes a great D&D story at the gaming table isn’t what makes a great story in the theater or on a novel’s page. What’s more, audience expectations of what a D&D movie should and could be like couldn’t be more varied.

Comic books were able to make the transition from page to screen because the superheroes and supervillains of that medium were able to escape the pages, transcending the genre and conquering our collective consciousness. When average people who have never lifted a comic book in their lives think of Superman, they don’t see the medium of comic books: they see the handsome guy in the flowing cape who stands for honor and justice. They don’t think of “Comic Book Guy;” they think of George Reeves or Christopher Reeve or Dean Cain or Tom Welling or Henry Cavill.

D&D has not been able to make that transition yet. When average people think of D&D, many still think first of awkward teenagers swilling Mountain Dew in basements and rolling funny dice. And sometimes that, unfortunately, is the best case scenario.

For a D&D movie to reach the largest possible audience and be considered a success by movie standards, it essentially cannot be the D&D movie that die-hard D&D fans would want. The gap between the sensibilities of the average movie-goer and the D&D player, in terms of a D&D-inspired story is just too wide. The latter is forged at the gaming table, while the former is based on a collective concept of where the fantasy genre fits into the cinematic zeitgeist. But that doesn’t mean the movie has to necessarily be an either-or situation—a path exists to make both the average movie-goer and the D&D fan happy.

“Dial X for Xanathar”

The approach that Hasbro needs to take is to make ensure the movie is as appealing as possible to the average movie-goer, and then make products for the various levels of D&D fans to cover their needs and desires. And that is where we come back to pacing. A D&D movie—to appeal to the broadest movie-going audience—needs to be fast-paced, fun, and not too steeped in game lore and mechanics. A two-hour movie does not have the time to get into the deeper and more dramatic parts of what a D&D game can be.

That depth, which many of the D&D players would want, needs to be handled in the medium that they consume: D&D adventures and rulebooks and campaign guides. These products also need to be more than afterthoughts loosely connected to the movie and tossed out like scraps on a website. They must be carefully planned to make the movie offering deeper and richer both during the viewing and after, when we are sitting around the game table playing those adventures ourselves.

If there is not a D&D Encounters season tied in to the story of the movie and leading up to the movie’s release, that is a huge opportunity missed. If there is not another D&D Encounters season continuing the story that is played out in the movie, then Hasbro and Wizards of the Coast have missed their chance to launch D&D into a new place within the entertainment world.

D&D, more than ever, is poised to break through its niche audience into the mainstream—as comic book stories already have. If the movie is handled thoughtfully and carefully, with all of the various audiences in mind—and if all of those audiences are catered to in their own media and at their own pace—what is a potentially doomed endeavor can transcend the various media and present D&D in a new light, in both spirit and substance.

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Filed Under: Columns, Know Your Roll, Movies, Newest Critical Hits, News, Roleplaying Games, Science Fiction & Fantasy Genre Tagged With: D&D, D&D movie

Comments

  1. Sianmink says

    August 12, 2015 at 12:18 am

    We already have a good plot for a D&D movie. The IDW D&D comic book was perfection.

  2. Oliver R Shead says

    August 13, 2015 at 9:02 am

    Another part of it is that there are so many D&D worlds. But it sounded like from their press release they would do a Forgotten Realms story. It might be best if they took one of the most popular icons in that field…Drizzt Do Urden. There are stories already written with great plots and pacing (namely Icewind Dale…with the possibilities for 2 great sequals…at least).

  3. Darwin says

    August 19, 2015 at 3:30 pm

    “What makes a great D&D story at the gaming table isn’t what makes a great story in the theater [sic]”

    I’ve seen D&D games at the table that would do GREAT on the big screen. However, those were NOT pre scripted railroading sessions. Thus, not of the “story telling” type of games that I’ve seen in the last few years, here and there.

  4. TheJollyDM says

    September 1, 2015 at 10:26 pm

    If we’re talking about pacing and making it work in comparison to cinema, Chris Perkins has a lot of great examples of this. In the articles he used to write on D&D site (The Dungeon Mastering Experience), he used to talk a lot about using his favorite films and TV shows as inspiration for episodic adventures. They could make it work.

    I’d be okay with a Drizzt Do’urden film, too. I think the Time of Troubles series of books could be a great source for a trilogy (because let’s be honest, everything gets made as trilogies these days). Maybe Cadderly from the Cleric Quintet (I could totally see Pikel being as popular as Groot).

  5. Dejio Dejio says

    September 23, 2015 at 7:11 am

    Making a D&D movie about the most overrated and boring character in D&D lore would be big mistake. I would rather they make an original D&D character and story than making the Icewind Dale Trilogy into a movie.

About the Author

  • Shawn Merwin

    Shawn Merwin is a freelance writer/editor and game designer with delusions of adequacy and a penchant for games and stories. He's worked on several organized play campaigns: Living Greyhawk, Xen'drik Expeditions, Living Kalamar, Living Forgotten Realms, and D&D Adventurer's League to name a few. His design work for Wizards of the Coast includes Dungeon Delve, Assault on Nightwyrm Fortress, and Halls of Undermountain, as well as two seasons of the D&D Encounters Program. His most recent project is co-designing and editing the Fate-powered game Part-Time Gods of Fate for Encoded Designs. You can follow Shawn on Twitter.

    Email: shawn.merwin@critical-hits.com

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