jmucchiello said:
The cartoon has one thing in it that will always make it my vote: The Dungeon Master as a character.
The movie on the other hand had lots of things that make it accurate for D&D, it had:
1) A group of people travelling together with no motivation to do so
2) Character wildly changing their stance on things, probably because of meta-game information that couldn't be seen in the movie
3) A battle in which the characters are meaningless (the big dragon battle) which shows how uber the DM is.
4) Amateurish acting
5) Anachronistic references
6) Dumb guards/monsters not helping out their fellows in the same location.
7) An obscure plot that could only be discovered by asking the DM afterward (or in this case, watching the DVD extras -- if you have not watched the DVD extras spend the $2.99 at Blockbuster and rent the DVD. They do explain 1 or 2 of the various egregous plot holes in the movie. The other 7-8 are left unexplained but these are the most glaring ones that are filled.)
Those things are D&D.
Except for #4, those things are also all characteristics of bad fiction--point is, they're not definitive of D&D, because they are common characteristics of a whole lot of things.
Some things that distinguish D&D genre from most [high fantasy] fiction:
1: true ensemble cast
2: dragons that are intelligent and spell-casting
3: elves and dwarves that are on roughly the same level, metaphysically, as humans, and roughly as powerful individually
4: wizards that aren't really any more powerful than non-magic-users
5: strong line between magic-users and non-magic-users
6: polytheistic priests who are basically co-equal with other social roles
7: priests who are spellcasters much like wizards
8: other than priests-as-spellcasters, exceedingly minimal impact of religion on society
Some things that distinguish D&D from most other RPGs:
A: priests who are spellcasters much like wizards
B: ill-defined setting, pretty much requiring significant player creation, but with certain common tropes
C: absolute alignments
D: higher-level characters are better at everything, even outside of their niche
E: strong dependence of character power on magic items (moreso in D&D3E)
F: significant focus on defeating foes to improve in capabilities
Neither of those are exhaustive lists--they're just what came to mind off the top of my head. No single item is absolute, either, but taken together, they begin to frame a picture of what D&D is. The movie missed points 1-6, and didn't even have religion or preists of any sort (and thus couldn't fulfill points 7 or 8). It also missed point A (since it's a repeat), and arguably didn't depict C, D, E, or F. But those matter less--for a mainstream movie, depicting the differences between D&D, or RPGs in general, and fiction is much more important for getting to the heart of the matter, than trynig to depict how D&D differs from other RPGs.
Now, the cartoon managed to portray pretty much every one of those points, except for C, F, and arguably 6/7 (very little depiction of religion or priests in the cartoon--though we had several paladin/holy knight type figures at various points). And, given the mutability of setting, as mentioned in point B, it was no further removed from "proper" D&D than most actual homebrew D&D settings i've known (and since almost everyone i've ever known used homebrews rather than published settings, i suspect homebrew settings are more the norm, especially when the cartoon was still in first run). And at least it shared a lot of the significant elements, which is more than can be said for the movie (which had some trappings--particular monsters--but almost none of the underlying elements). Oh, and i've personally known of at least two D&D campaigns that started with the players statting up themselves, and those alternate selves being somehow sucked into the D&D world. Not to mention, apparently that's how the original Blackmoor campaign began (with those characters being replaced by Blackmoor-native characters as they were killed or retired). Or the various classic D&D scenarios that revolved around crossovers between the D&D world and teh real world. So i don't think you can count the regular-kids-sucked-into-fantasy-world thing against the cartoon as "un-D&D-like". That really only leaves Dungeon Master as a point against the cartoon. And while the actual DM doesn't appear to the characters in any D&D game i've ever heard of, overpowered, excessively-informed, annoyingly-cryptic NPCs are a staple of D&D (Elminster or Fizzban, anyone?). So, ignore his name, and he's perfectly appropriate.