D&D 5E How Important is Stranger Things to the Success of 5e

How important is Stranger Things to the meteroric success of 5e?

  • 1. Stranger Things is the most important factor to 5e's success.

    Votes: 2 1.5%
  • 2. Stranger Things is one of the important factors to 5e's success.

    Votes: 33 24.1%
  • 3. Stranger Things has had a minor, but positive, impact on 5e's success.

    Votes: 80 58.4%
  • 4. Stranger Things has had little or no impact on 5e's success.

    Votes: 14 10.2%
  • 5. The universe is a cruel, uncaring void. The key to being happy isn't to search for meaning.

    Votes: 8 5.8%

  • Poll closed .

Snarf Zagyg

Notorious Liquefactionist
Something I've been pondering .... and no, this isn't going to be one of my giganto-historical-bizarro posts, just a semi-baked thesis and a poll-

How Important is Stranger Things to the Success of 5e?

Is that a weird question to ask? Look, I know that there are a lot of independent reasons for 5e being successful ... it's easy to grok. It's similar enough to the TSR-era editions that older games have come back to it (and brought their familes/friends). It got the "COVID" boost. It has a successful social media presence - Critical Role, and people streaming on twitch. But ... and hear me out here ... what about Stranger Things?

One of the mysteries of 5e is that it continues to sell. Every year. Now, here's the thing ...

Stranger Things debuted in the summer of 2016. It's had four seasons ... the most recent this year (2022). It's on Netflix, which means that people keep watching it and keep getting re-introduced to it.

And D&D has always been featured in the show. Admittedly, until the most recent season, the actual D&D play has been light; but it's been there. And the overall gestalt (mind flayers, Demogorgon, etc.) has been very strong. It's practically an advertisement for D&D.

Now, while this doesn't seem that remarkable to someone like me who views Stranger Things as just one of many shows swirling around ... I have also heard from the younger crowd who views this show as a giant experience. It's really really popular with a wide swath of kids - some of who might be drawn to D&D. I've heard it compared to Star Wars (the original trilogy) in terms of the impact it has on a certain segment of the population. Which ... I mean, who knew? Not me.

So I thought I'd throw it out there as a poll question and general topic. What do you think?
 

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I DMed a first game for my nieces, nephew, their friends, and several in-laws earlier this year. They name dropped Stranger Things as what drew their interest and what made their parents feel it was safe and normal to give DnD a try. Everyone had a great time, and my wife and I bought the kids the Stranger Things starter set, along with their own dice. They were hyped and I have been drafted to run a game for the entire family for Christmas this year. So while anecdotal, it's having an impact.
 

Sorry, I can't engage unless it's a "giganto-historical-bizarro posts(tm)" per my contract.


On the serious side though. I personally haven't interacted with anyone who has decided to play due to Stranger Things, but I'm fairly isolated from new players at the moment. I have had interactions with other DMs that have mentioned new interest that is at least partially fueled by Stranger Things so, while not being able to cite actual numbers, I feel there's at least some influence.
 

I voted: Stranger Things has had a minor, but positive, impact on 5e's success.
If there was a 2.5 option for the OP - "Stranger things has had a significant (null hypothesis p<=0.05) impact on 5e's success" - I'd have picked it.

I also think: Stranger Things is the most important factor in Kate Bush's resurgence.
So there's that.
 

Burnside

Space Jam Confirmed
Supporter
Not the MOST important, but quite important, especially because it gives D&D a renewed jolt of interest every season, and the four seasons have been spread across 6 years, which is probably better for D&D than if there had been new seasons annually since 2016. Vecna is now a household name in the U.S. If even a fraction of the people who Googled "Vecna" this summer end up actually playing D&D, that is still a big chunk of people.

That said, I'm not sure it's more important than Critical Role has been to the growth of the game. It is more important than, say, Community with its two D&D-centric episodes.
 

That said, I'm not sure it's more important than Critical Role has been to the growth of the game. It is more important than, say, Community with its two D&D-centric episodes.
I would say it's more important for a different set of people that may be interested in DnD. I know the Venn of the circles of people that watch CR and people that watch ST has overlap, but I also know there's enough of both circles that don't overlap that creating different ways of drumming up interest is significant.
 

Snarf Zagyg

Notorious Liquefactionist
I voted: Stranger Things has had a minor, but positive, impact on 5e's success.
If there was a 2.5 option for the OP - "Stranger things has had a significant (null hypothesis p<=0.05) impact on 5e's success" - I'd have picked it.

I also think: Stranger Things is the most important factor in Kate Bush's resurgence.
So there's that.

That's something to think about ...

If Stranger Things can drive Kate Bush up the charts (which is certainly a known and observable phenomenon), then certainly it has done something to D&D.
 

FitzTheRuke

Legend
I'm with @Swarmkeeper. It's between 2) and 3). I picked 2), though.

My anecdotal evidence: As some of you know, I own a comic and game store. I sell D&D. I can tell you that in the past 6 years, I have sold MANY starter sets and core books to customers who specifically report that they wanted to check out the game after seeing it on Stranger Things (the biggest two bumps were the first season in general, and then the recent Hellfire Club vs Sports scene).

Take that for what you will, but I've seen it in action. There's also Critical Role, of course. And just generally that Geek is the new Cool. (I'm so happy with that. It's about time.)
 



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