Last week, Lost in Translation looked at ways to adapt a Dungeons & Dragons setting. Dragonlance was built around the War of the Lance and its aftermath, so the plot tends to be locked in. This week, a look at a different D&D setting, The Forgotten Realms.
The Realms, also known as Faerûn, was created by Ed Greenwood in 1967 as a setting for his children’s stories. When D&D came about, he adapted the setting for his home game, expanding the setting. He sold the setting to TSR, the owner of Dungeons of Dragons, and continued to contribute to the setting through published setting books detailing parts of the Realms and through Dragon magazine in his column, “Pages from the Mages”. The Realms are the epitome of D&D fantasy – high magic both arcane and divine, warriors wielding magic weapons and wearing magic armour, and rogues sneaking around with magical cloaks. Unlike Dragonlance, the Realms had no ongoing plot, just various organizations both good and evil plotting.
Through novels set in the Realms, a number of characters have become breakthrough stars, from the dual-wielding drow elf Drizz’t Do’Urden to halfling bard Olive Ruskettle. There isn’t one core cast, which will help with any adaptation. DC Comics took advantage of this when they published the short-lived Forgotten Realms comic, bringing a mix of characters that wouldn’t feel out of place at the gaming table.
The question becomes, what can be done? The different parts of the Realms provides different answers. Waterdeep allows for intrigue and has an entrance to the Underdark, the part of the Realms under the ground where monsters roam. The Dalelands are a pastoral area with a number of nations around it looking at invading, not all of the potential invaders being evil. There is a nation, Thay, ruled by evil wizards, including an undead necromancer. Any number of fantasy antagonists can be cooking up a plot that needs to be thwarted.
The advantage of the Realms as a gaming setting becomes a drawback for adaptations. There is so much potential, where would a studio start? Movie or TV series? Start in a large city or in the middle of nowhere? Dungeon crawl or surface quest? With a film, the story can get to the action faster, showing the characters in action, then introducing the main plot, along the lines of a 007 opening. Television gives time to develop the characters, show them growing.
Dungeon crawls are what people associate with D&D. At some point, the adventurers head underground to clear out monsters. Even the 2000 Dungeons & Dragons movie had a couple of dungeon crawls including a decent scene at the thieves’ guild. But all dungeon all movie means a cramped movie where the expectation is that the full screen will be used. Even if at the end of the crawl is a dragon’s layer – the game is called Dungeons & Dragons after all – a crawl doesn’t allow for many character moments.
Television is much more set for character moments. What would be seen as a filler scene in a movie becomes required on TV. There’s room to learn more about the characters, give everyone a moment to shine, even episodes focusing on a specific character. The drawback is budget. Television episodes don’t have the budget that film can get. There may not be an appetite for a fantasy TV series. A Game of Thrones succeeded, but was on HBO, so ratings weren’t as important as new and returning subscribers. Broadcast TV lives and dies on ratings, even with the ability to shift when an episode is watched.
The Forgotten Realms has name value among fans, but audiences might not have heard of the setting despite the sheer number of tie-in novels released. The result could be a flop; it doesn’t matter how good a movie is if no one goes to see it. With television, the stakes are higher; if ratings for the early episodes are low, a network will cancel to replace with something else. That said, the Realms provides a wide open sandbox to play in. There’s no overall plot to worry about when creating new stories in the setting, giving the Realms a slight advantage of Krynn.
And since the 2000 Dungeons & Dragons movie was mentioned, a new D&D movie has been filmed and is due for release March 2023. The new film was originally scheduled for July 2021, but was pushed back first for the latest Mission: Impossible entry then by pandemic response. Normally, a film being pushed back is a cause for alarm, but the last two years have seen many movies, good and bad, delayed thanks to COVID-19.
Lost in Translation has covered a Dragonlance adaptation, the 2008 animated film, Dragons of Autumn Twilight, based on the novel by Margaret Weis and Tracy Hickman, which itself was based on the DL-series of modules released starting in 1982. The published adventures and the novels covered the War of the Lance as the heroes, Tanis Half-Elven, Raistlin and Caramon Majere, Goldmoon, Riverwind, Flint Fireforge, Tasslehoff Burrfoot, Sturm Brightblade, and, later, Tika Waylan, work to unite the nations of Krynn and recover the fabled Dragonlances, magical weapons capable of killing dragons. The story is an epic battle between good and evil, where gods walk the world.
The animated film showed the problems of trying to fit a novel into a ninety minute movie. The movie was accurate, but lost details and depth trying to get as much story on screen as possible. However, the world of Dragonlance, Krynn, has much more to it than shown in the novels. Game settings need a world for players to adventure in, even if the novels’ heroes are doing the heavy lifting. The setting includes two elven nations at odds with each other; the Silvanesti being insular and hidebound compared to the Qualinesti, who are hostile to outsiders. Yet, there’s room to deal with the corruption of the Silvanesti by the green dragon Beryl. Evil isn’t just afoot, it’s on the march.
There’s several ways to adapt the Dragonlance setting. The obvious one is to adapt the novels and learn the lessons from the 2008 animated movie. The core of the novels is the interaction between the characters; this draws from each character being played during playtesting of the modules. Film run times, even the longer ones at 150-180 minutes, don’t have the space for deep characterization, especially with a large cast. Add in battle scenes and there’s even less time for character moments. However, as A Game of Thrones demonstrated, television has the time to delve into a larger cast of characters. Unlike A Game of Thrones, the War of the Lance is complete. No waiting for the next book to be written.
Another option is to have new characters in a different part of Krynn as they fight in the War of the Lance. The drawback will be that the adaptation won’t have the characters fans are familiar with. However, DC Comics did have a short-lived Dragonlance comic in 1988 that featured new characters. Again, the best route would be television; a movie’s run time won’t be enough to get the background info across without taking away from screen time for the main plot.
If a film adaptation is needed, the best approach would be to break down each book to find good break points. This will turn a three book series into a six movies or more, but the loss of what the fans want will be minimized. The large cast will still be an issue, but might be handled better with the run times of half a dozen films.
The setting has a history and a future. Works have been set before the Cataclysm that marked the withdrawal of the gods from the world; others have been set after the War of the Lance. Dragonlance Legends involved magical time travel, so there are possibilities. The drawback is introducing the setting to a broader audience. Fans will know what the Cataclysm is; someone new to the setting won’t.
Dragonlance is a popular setting, with a greater success through the novels released, There is a fan base, but the setting can be closed to a more general audience. A successful adaptation will have to take the characters fans love and introduce the plot in a way that doesn’t leave the broader audience scratching their heads.