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How would you remake the D&D cartoon?
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<blockquote data-quote="SiderisAnon" data-source="post: 3692469" data-attributes="member: 44949"><p>While an excellent series of books, I think that there is quite a bit of subject material in the "Warriors of the Flame" series of books that is too mature for younger viewers ... at least to mature for what I'd want them watching.</p><p></p><p></p><p>In general, I believe that the story would need to stay as far away from "We become our characters" or "We're sucked into the game world" as possible. There is enough bad press about D&D and gaming in general where people get too involved in their characters. (I've met some of these people. We don't want them linked with our game.)</p><p></p><p>If we are shooting to getting new blood into the game, I think the cartoon has to be aimed at the early teen years. That's who we need. They're old enough to be looking for new things, young enough not to be totally hooked into computer gaming yet, and they're likely to have the freedom to go gaming. (With kids younger, they're going to have to deal with scheduling with parents and such. With early teens, they can usually get together at a friend's house without too much hassle.) </p><p></p><p>The cartoon would have to focus on the excitement of the game world. Yes, combat is a part of that. You can get around the no killing problem by using a lot of zombies and other undead. It's okay to kill them because they're not really alive. (GI Joe had robots, and that worked well.) You can use constructs or magical creatures made of energy that just dissipate as well. The main bad guys couldn't die, just be captured and thrown in prison so that they can always be recycled when the writers want. (It worked for Batman, why not D&D?)</p><p></p><p>I think a more Indiana Jones bit where they explore lost places and other "adventure sites" in order to find the pieces of the McGuffin that they need to defeat the big bad guy and send teenager home. That brings up unlimited possibilities in location and plot. Plus they can run into people who need help along the way, plus chances to foil the big bad's plots.</p><p></p><p>To draw in the "someone from home", you could have a teenager who is somehow sucked into the D&D universe through a portal opened by the big bad guy. The main "party" rescues him or her. However, no one really knows WHY the big bad wants this teenager, which means the party wants to keep them around both to keep them safe from the big bad and to try and understand why the big bad wants them. (Which can later turn out to be a prophecy.) The teenager is joining in to go after the big bad so that they can get home, plus they are realizing that they don't want this big bad to succeed and bring ruin on all these nice people. (Who doesn't want to be a hero after all?) This also allows the big bad to do the stereotypical, "If you betray the party and help me, I promise to send you home unharmed." Heck, you could also do a show where some powerful caster who wants something the party has makes the same offer.</p><p></p><p>Having that one person not be from the world also gives you the excuse to explain things in the world to the audience. When the party explains to the teenager, the audience learns as well. "Oh, so that's how this kind of magic works. Okay."</p><p></p><p>I agree with a previous poster on having possible love interest. This pretty much means a male teenager protagonist. People seem much more comfortable with having a teenage male with a crush than a female. Plus, that allows him to get a crush at some point on some older NPC. Again, that can be perceived as cute whereas a teenager girl with a crush on an older male has too much of a chance of coming across as creepy. (Just based on my readings of how things are perceived by American audiences.)</p><p></p><p></p><p>At the end of the first season, they defeat the big bad. Teenager could go home (or maybe not) but wants to stay and keep being a hero. The option to return home would then be available again later. (Like you can come here and use this artifact when you're ready.) This gives a happy ending, but also allows the series to continue. Plus, I hate it when they just can't ever defeat the big bad.</p><p></p><p>Just my 2 cents worth.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 3692469, member: 44949"] While an excellent series of books, I think that there is quite a bit of subject material in the "Warriors of the Flame" series of books that is too mature for younger viewers ... at least to mature for what I'd want them watching. In general, I believe that the story would need to stay as far away from "We become our characters" or "We're sucked into the game world" as possible. There is enough bad press about D&D and gaming in general where people get too involved in their characters. (I've met some of these people. We don't want them linked with our game.) If we are shooting to getting new blood into the game, I think the cartoon has to be aimed at the early teen years. That's who we need. They're old enough to be looking for new things, young enough not to be totally hooked into computer gaming yet, and they're likely to have the freedom to go gaming. (With kids younger, they're going to have to deal with scheduling with parents and such. With early teens, they can usually get together at a friend's house without too much hassle.) The cartoon would have to focus on the excitement of the game world. Yes, combat is a part of that. You can get around the no killing problem by using a lot of zombies and other undead. It's okay to kill them because they're not really alive. (GI Joe had robots, and that worked well.) You can use constructs or magical creatures made of energy that just dissipate as well. The main bad guys couldn't die, just be captured and thrown in prison so that they can always be recycled when the writers want. (It worked for Batman, why not D&D?) I think a more Indiana Jones bit where they explore lost places and other "adventure sites" in order to find the pieces of the McGuffin that they need to defeat the big bad guy and send teenager home. That brings up unlimited possibilities in location and plot. Plus they can run into people who need help along the way, plus chances to foil the big bad's plots. To draw in the "someone from home", you could have a teenager who is somehow sucked into the D&D universe through a portal opened by the big bad guy. The main "party" rescues him or her. However, no one really knows WHY the big bad wants this teenager, which means the party wants to keep them around both to keep them safe from the big bad and to try and understand why the big bad wants them. (Which can later turn out to be a prophecy.) The teenager is joining in to go after the big bad so that they can get home, plus they are realizing that they don't want this big bad to succeed and bring ruin on all these nice people. (Who doesn't want to be a hero after all?) This also allows the big bad to do the stereotypical, "If you betray the party and help me, I promise to send you home unharmed." Heck, you could also do a show where some powerful caster who wants something the party has makes the same offer. Having that one person not be from the world also gives you the excuse to explain things in the world to the audience. When the party explains to the teenager, the audience learns as well. "Oh, so that's how this kind of magic works. Okay." I agree with a previous poster on having possible love interest. This pretty much means a male teenager protagonist. People seem much more comfortable with having a teenage male with a crush than a female. Plus, that allows him to get a crush at some point on some older NPC. Again, that can be perceived as cute whereas a teenager girl with a crush on an older male has too much of a chance of coming across as creepy. (Just based on my readings of how things are perceived by American audiences.) At the end of the first season, they defeat the big bad. Teenager could go home (or maybe not) but wants to stay and keep being a hero. The option to return home would then be available again later. (Like you can come here and use this artifact when you're ready.) This gives a happy ending, but also allows the series to continue. Plus, I hate it when they just can't ever defeat the big bad. Just my 2 cents worth. [/QUOTE]
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