RPG Evolution: What Makes a Show "D&D"?

Dungeons & Dragons is everywhere these days, and now thanks to D&D-adjacent cartoons, comics, and podcasts, we've got a good idea of what elements constitute D&D-themed media.

DnDmedia.jpg

When looking at some of the media inspired by D&D, there's been plenty of speculation as to the connection, like The Witcher. But why speculate when we have clear evidence of media inspired by D&D, like Critical Role and The Adventure Zone? These blockbuster media franchises started as a streaming and podcast show respectively, but are branching out beyond their D&D roots (and in Critical Role's case, looping back around into official D&D). And now that they're out in the wild in other formats (the Legend of Vox Machina cartoon, the Adventure Zone comics), we can see what they have in common that makes them D&D-esque.

A Permeable Circle

We've discussed before how the magic circle defines role-playing engagement; real life factors influence the game anyway, from bathroom breaks to the physical location of the game, from phone distractions to never-ending tug-of-war of adult responsibilities. This makes for a game that inherently can't be too fantasy-themed even if the characters are true to their roots, because D&D is as much about playing in a shared fantasy universe as it is about playing a game.

As an example, The Adventure Zone actually inserts the Dungeon Master into the dialogue. The characters will often reference out-of-game pop culture and engage in back-and-forth with the DM. To a lesser degree, Vox Machina has its characters use modern turns of phrase when they speak. This has some significant implications on "baseline fantasy."

Humor

One of the defining traits of both Critical Role and The Adventure Zone is their humor. While the occasional character might take himself seriously, it's clear that most don't. It's left to the NPCs to react in a mixture of horror or confusion to the PC's antics.

As most DMs can attest, humor is part of the fun of D&D. Heroes in absurd, often violent situations, failing or reacting inappropriately to larger-than-life threats are part of the game. Part of this humor comes from the fish out of water approach, where "adventurers" are by their nature not usually regular people, but eccentrics from far-flung lands.

Genre Mashups

Basic D&D campaigns have increasingly become kitchen-sink settings in which different adventure backdrops and tones can accommodate a wide variety of play styles, from gothic horror to steampunk, from medieval warfare to Roman politics. While it's possible to create justifications for where these characters come form, the shorthand is that there's a place for each of them: we just don't necessarily see it in play.

This flexibility is part of the game's appeal. DMs can play the kind of games they want, while players can play characters inspired by other genres but still (loosely) fit into the game setting without too much trouble. This is particularly noticeable in Vox Machina, where characters seem to come from different realms with wildly different levels of technology (e.g., guns vs. axes) and levels of magical talent. How does it all work? We don't need to know, because D&D rules explain all that so that the campaign doesn't need to justify it.

To Movies and Beyond

With D&D-adjacent media ahead of D&D's curve, it will be interesting to see what happens when Wizard of the Coast's brand catches up. We have a D&D movie and streaming series on the horizon. They would do well to learn the lessons of what D&D-adjacent media has done so successfully.

Your Turn: What elements of media that makes it D&D-themed did I miss?
 

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Michael Tresca

Michael Tresca

To me D&D is a medieval to Renaissance fantasy setting. Having different worlds within D&D is fine (Grey Hawk, Ebberon, the Forgotten Realms, etc). Heck, WoTC even made a spell to allow characters to travel between worlds.

What D&D is Not (IMO) is a Land of the Lost game where radically different settings co-exist (e.g. science fiction and magic).

Some people claim that it is a mix of those two, but if that were true, then PCs could go into a shop and see sword and laser guns side by side, or healing potions and hypo sprays, or horses and hover cars. Obviously, that's not the case.

Sure, somewhere along the line, the PCs may come across anachronisms, but it isn't the norm. The BASE setting (the world of shopkeepers, farmers and blacksmiths) should always start around the medieval or renaissance era.
Yes, D&D has always been like this, since, well, never!
 

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D&D is the pieces of a construction toy, you create you want.

The spirit of D&D is about a team, without a clear main character (and nothing of Mary Sues who save the day while the others are only watchers), whose members are from different origins, and different specialties compensating one's abilities for each lack by the others. Usually but now always, it is a tomb-raider or dungeon-crawler.

The D&D trademark is not neccesary to create that type of stories.
 

talien

Community Supporter
To me D&D is a medieval to Renaissance fantasy setting. Having different worlds within D&D is fine (Grey Hawk, Ebberon, the Forgotten Realms, etc). Heck, WoTC even made a spell to allow characters to travel between worlds.

What D&D is Not (IMO) is a Land of the Lost game where radically different settings co-exist (e.g. science fiction and magic).

Some people claim that it is a mix of those two, but if that were true, then PCs could go into a shop and see sword and laser guns side by side, or healing potions and hypo sprays, or horses and hover cars. Obviously, that's not the case.

Sure, somewhere along the line, the PCs may come across anachronisms, but it isn't the norm. The BASE setting (the world of shopkeepers, farmers and blacksmiths) should always start around the medieval or renaissance era.
Interesting. D&D didn't start out as baseline medieval fantasy though: Who Killed the Megaverse?
 


beancounter

(I/Me/Mine)
Interesting. D&D didn't start out as baseline medieval fantasy though: Who Killed the Megaverse?

The game I started playing in 1979 was medieval fantasy. What happened prior to that I have no idea. With the exception of the Barrier Peaks module, I don't recall any other sci fi settings. Remember, I'm talking about official materials, not homebrew worlds.

I also remember an "Alice in Wonderland" style module, but that was timeless.

Gamma Word, Boot Hill and Star Frontiers were published by TSR, but they were separate worlds designed to fill different niches. They were not D&D.
 
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Show me any official D&D setting where you can purchase laser guns...
Gamma World crossover, 1st edition AD&D DMG.

And of course, groups returning from a expedition to the Barrier Peaks are also going to want to flog the excess lasers they looted. And the shopkeeper is sure to sell them on.
 
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talien

Community Supporter
The game I started playing in 1979 was medieval fantasy. What happened prior to that I have no idea. With the exception of the Barrier Peaks module, I don't recall any other sci fi settings. Remember, I'm talking about official materials, not homebrew worlds.

I also remember an "Alice in Wonderland" style module, but that was timeless.

Gamma Word, Boot Hill and Star Frontiers were published by TSR, but they were separate worlds designed to fill different niches. They were not D&D.
Supplment II: Blackmoor (1975) involved crashed spaceships and technology from them. See Why the Temple of the Frog, Dungeons & Dragons’ first printed dungeon, seemed unplayable

In fact, "Stephen the Rock" from that ship offers high-tech equipment in exchange for leadership of the temple, and sends progress reports to a satellite. His equipment includes power armor, laser swords, and a high-tech medical kit.

This was well before Expedition to the Barrier Peaks.
 

The game I started playing in 1979 was medieval fantasy. What happened prior to that I have no idea. With the exception of the Barrier Peaks module, I don't recall any other sci fi settings. Remember, I'm talking about official materials, not homebrew worlds.

I also remember an "Alice in Wonderland" style module, but that was timeless.
So in other words D&D isn't a genre mashup except for those things that you missed or the things you didn't miss but excuse through special pleading...

You know what, never mind. You specifically said "To me" in your initial post, so you are right -- that's what D&D is to you. Good for you.
 

Supplment II: Blackmoor (1975) involved crashed spaceships and technology from them. See Why the Temple of the Frog, Dungeons & Dragons’ first printed dungeon, seemed unplayable

In fact, "Stephen the Rock" from that ship offers high-tech equipment in exchange for leadership of the temple, and sends progress reports to a satellite. His equipment includes power armor, laser swords, and a high-tech medical kit.

This was well before Expedition to the Barrier Peaks.
Those where a bit before my time (so want to do Temple of the Frog now though!) but my first exposure to D&D was a smorgasbord of genre mashups.
 

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