Youâd be forgiven for thinking that the new Dungeons & Dragons movie looks a lot like a Marvel film. Though Iâd argue it has a much more alluring color palette than your standard, often dry, modern comic book adaptation, the latest trailer for the tabletop-based movie otherwise reveals the calculated Hollywood formula weâre all familiar with by now. And based on comments from those making the film at this yearâs San Diego Comic Con, thereâs a very direct reason for this: This movie is being produced with Marvel films in mind and a narrow focus on special effects.
The trailer for D&Dâs second chance on the big screen dropped on July 21 of this year, revealing the actors, a taste of the plot, and the title: Dungeons & Dragons: Honor Among Thieves. It arrives after a Mordor-bound journey that started with a legal dispute back in 2013, charting out across a Hollywood trip through the many circles of production hell before the oh-so precious intellectual property landed a script with Jonathan Goldstein and John Francis Daley behind the pen. The duo had previously worked on Spider-Man: Homecoming, as well as many other films, and theyâre directing this upcoming adaptation of the worldâs most popular roleplaying game, with Jeremy Latcham, who produced many defining modern Marvel films.
D&D emerged in the mid â70s and has faded in and out of popular consciousness over the decades. In the last five or so years, particularly after the fifth edition of the game was published in 2014 with a set of rules that managed to be more learnable yet still dynamic enough to suit the diehards, the game, and roleplaying games in general, have exploded in popularity, with podcasts that capture actual in-game sessions of D&D and last for hours, raking in millions and millions of views and passionate fans. Itâs not hard to see why commercial interests have seen an opportunity to strike while the iron is hot. The hobby has arguably never been hotter.
You might be wondering, even if youâre a long-time D&D fan and roleplayer like myself: why does this movie exist? Do we need an adaptation of a game that was largely inspired by other pseudo-medieval fantasy works, a game thatâs usually enjoyed in a very long-form, non-linear format, often in private settings? And hasnât Critical Role and others proven that thereâs an audience for a slightly more theatrical version of just the hobby itself? And fine, if there is to be a movie, should it look so much like every other modern action Hollywood production?
At the D&D movieâs panel during this yearâs San Diego Comic Con, Jonathan Goldstein, the co- writer and director of the upcoming film, shed some light on what makes him most excited about producing this film and adds a bit of insight into why theyâre making it in the first place:
Itâs the chance to bring to life these creatures, these places, these people that weâve only been able to sort of imagine in our heads and to give solid matter to that. I mean itâs such a thrill. Youâre gonna see things today and then eventually when the movie comes out, you know, that youâve been playing or hearing about or imagining for years and now that we have the visual effects technology, and also practical effects, in the movie weâre able to bring this to life and thatâs just so exciting to us.
Arguably, weâve already had the âperfectâ D&D movie thanks to Peter Jacksonâs adaptations of The Lord Of The Rings in the 2000sâwhich, if Iâm being honest, do chart a bit too close to âaction movieâ for my taste, but otherwise were a memorable display of special effects talent across many disciplines and were a very solid tribute to the original works.
If D&Dâs thematic and fictional inheritance can be traced back to a single point, we probably arrive at Tolkien. Quite literally in D&Dâs case: The reason we call âHalflingsâ in D&D âHalflingsâ and not âHobbitsâ is because Tolkien Enterprises wasnât too amused with D&D creator Gary Gygaxâs appropriation of olâ J.R.Râs setting. Several other terms in early D&D were changed as a result of this legal complication and itâs a reminder that, despite the innovation of D&D as a roleplaying game, it largely existed as a way to inhabit the fantasy world established by The Lord Of The Rings
D&D kind of is to Lord Of The Rings what, say, Uncharted is to Tomb Raider, which itself is a gender-bent simulation of Indiana Jones
In general, pseudo-medieval fantasy is nothing new to movies or television. Again, Peter Jacksonâs films remain a dramatic high point; Game of Thrones had eight mostly-celebrated seasons of prestige television; recent productions like Netflixâs adaptation of The Witcher novels dive into a more overlooked set of stories. Pop cultureâs no stranger to seeing this thematic palette get a satisfying live-action treatment, be it the very origins of the genre, modern works, or cult classics.
So, itâs a little odd to hear one of the writers and directors talk about how weâve only been able to âsort of imagineâ these kinds of worlds. Theyâve been on the screen in various formats for decades. And, itâs strange to hear someone say that in a remarkably successful hobby that is currently undergoing a massive resurgence, that we can only âsort of imagineâ these things at best.

Your average D&D session is bound to last three to four hours. Campaigns can last for years. Critical Roleâs finale of their second campaign was SEVEN HOURS LONG. I donât think people are âsort of imaginingâ here, in need of something brought to âlife.â Role players are kind of already living it.
This is to say nothing of the legacy of art that has filled D&D books for years, or the literary work that has existed in classic and modern fantasy novels. Pseudo-medieval fantasy has been celebrated on the screen and on the page in both linear and interactive media for decades and this film looks to be another example of pop culture categorizing movie adaptations as the crowning cultural moment when an existing, thriving art form becomes âreal.â
But in case you thought that this movie exists to do nothing more than show how hard a computer can crunch pixels at a special effects studio, Daley, Goldsteinâs partner in cinematic crime followed up his remarks at the panel by stressing the talent behind the practical effects, name-dropping ILM and Legacy and, if you werenât won over enough, âBaby Yoda.â He was then lore-scolded by Goldstein three times for not saying âGrogu.â
The trailer, complete with the sound of electric guitars and Robert Plantâs wailing, you know, things folks associate with roleplaying in a magic-rich, low-tech twist on elements of European medieval history, has the usual Marvel visual beats as well as textual ones; one-liners must always follow a serious line of dialogue; scenes are filmed with the grace of a GoPro strapped to a roller coaster; the heroes maybe donât know what theyâre doing. We already have the Led Zeppelin song, so cue the Stephen Lynch tune while Chris Pine does his best James Hetfield impression with a lute: âItâs D&D!â
My man is going for it in that first frame. pic.twitter.com/K7bVYCIdEh
— Josiah Ambrose – Dungeon Dad đ PAXU (@DungeonPapa) July 21, 2022
But what about the substance? Whatâs the story weâre telling? Every D&D fan loves a great monster to make attack rolls against, but these experiences and stories have the capacity to really move people and even speak to some delicate emotional parts of someone. Well, producer Jeremy Latchamâs comments at this yearâs SDCC really demonstrated where theyâre at with this. And, I think, saving final opinions for when Iâve seen this film in final form, Latchamâs comments stray close to an important element of the hobby right now that rightly deserves recognition and is perhaps not going to get it. Latcham told the audience at this yearâs panel::
The theme that I think always binds us when we watch a movie is this sense of […] found family. Of finding like this group of people and kind of connecting with them and thatâs what makes [Guardians of the Galaxy] Guardians, that whatâs makes the Avengers the Avengers […] you look at like these groups that come together and the personalities clash and they face a giant obstacle and they have to kind of become a family over the course of it. I know it sounds like kind of you know, but Iâm a very emotional guy, so it is kind of just the thing I love the most.
As if it were a playbill at the Met Opera: Thereâs the plot of the film for you.

Regardless, the subject of found family in relation to D&D is quite interesting to me, especially right now when the hobby has been so openly celebrated by queer community. Be it the countless individuals, myself included, who have had the experience of finding themselves in a roleplaying game, the phenomenon is not necessarily new; weâre just more honest about it. The fantasy realms of D&D and other games can rapidly become a place where we might meet our identities, sometimes for the first time, or be able to hide them without suffocating them into silence.
For roleplayers of queer identities, D&D is often the âaction movie,â weâll never get: a place where all the main characters can look and sound and dress like us. And itâs not merely the singular escape of one person, but rather the collective escape that we share with others. We can process our feelings about a world that wants us to not exist, yet we persevere. We can learn to form friendships and bonds with people after a lifetime of not having the best versions of ourselves put forward. That is a sense of âfound familyâ that an Avengers movie can only provide by drowning it in headcanonâand even then, weâll be accused of making everything about us when so little is. D&D is when it can be about us.
Video games have offered this as well, but in a roleplaying game where youâre seated around a table or a screen with other people, it is likely to be the first time you hear new pronouns directly used to refer to some portion of âyou,â or refer to certain clothes your character may be wearing, gender-defined relationships you may have with other characters. Itâs the first time someone may be called a âbrother,â âsister,â âwife,â or âhusband,â âshe/her,â âthey/them,â âhe/himâ and have it just fit in a way you could only dream it would. It is an environment where the language of gender becomes as playable as any stat block. Sometimes itâs just for fun. Sometimes that fun is you telling yourself something important. Something to keep listening to when the gameâs over.
A modern movie about this hobby, this franchise, should be about that. Weâve had the perfect fantasy film already. So, if thereâs talk of âfound family,â we need to be aware of the people who are finding family and identity right now through D&D. Itâs whatâs going on in the hobby and has been going on since it started. I donât know if that memo got to Latcham, Goldstein, and Daley.
That malleability, the sense of possibility, of getting to roleplay and explore identity with others, for those who are not merely misfits in high school, but misfits in society, often at the end of draconian legislative attempts to stamp us out of public spaces, is worth exploring. The table is ours. We answer to ourselves and the diceâand we can always fudge the numbers.
Be it queer-only actual play podcasts that chart out across epic adventures for hours at a time every week, or powerful new RPGs like Thirsty Sword Lesbians, the modern TTRPG renaissance is profoundly queer and, from the looks of things, this film is not brave enough to take the same chance. For now itâs concerned with being another Guardians Of The Galaxy. Hope you like classic rock, because itâll likely be another skin-deep thrill ride more suitable for a theme park, perfect for all you Star Wars weekend fans