Dungeons and Dragons is a game of fantasy roleplaying. The core rules of D&D support games of epic heroes who slay hideous monsters in the face of overwhelming odds, and claim the loot that they guard as a reward. Some D&D adventures take place in dungeons like Princes of the Apocalypse. Some see you exploring a sandbox environment in search of hidden locations or secret artifacts while completing quests and meeting new characters and creatures, like Tomb of Annihilation or Curse of Strahd. Others still have a single overarching plot that spans a vast swathe of land, throwing you into an epic quest like in Tyranny of Dragons or Storm King’s Thunder.
D&D has lots of variation within its niche, but there are nevertheless plenty of stories that don’t work in the fantasy genre of D&D. Many settings actively adapt D&D to other genres. Curse of Strahd and the Ravenloft setting presents a world of Gothic Horror, and presents new items, creatures, and characters to sell the idea of being in a malevolent world. Tomb of Annihilation adds a new game mechanic—the Death Curse—to increase the game’s lethality and grittiness. The upcoming Eberron: Rising from the Last War setting book is sure to be filled with lots of new mechanics, items, creatures, and characters that alter basic expectations of D&D to suit its post-war, pulp-fiction, arcane-noir setting.
If the professionals can do it in their games, so can you. How can you adapt the post-apocalyptic genre to D&D? Or the western? Or the courtroom drama? How far can you bend D&D before it breaks—and before you would be better off just finding another game system entirely? The line is different for everyone, but here’s how you can start adapting other genres into D&D.
Adapt the Genre, Don’t Adapt D&D
The first trick is the most important one—and it’s a matter of perspective. Note that I said “adapting other genres into D&D” and not “adapting D&D into other genres.” The distinction here is important. The game mechanics of D&D suit several very specific moods, feelings, and genres, and trying to change the engine of the game too much for a homebrew campaign is a fool’s errand. Adding a new rules system on top of D&D’s existing mechanical framework is fairly easy—and stripping one rules system or a handful of mechanical bits (like certain races or classes) is easy enough, too. But once you start changing dice systems, or integral mechanics like hit points or spell slots to suit the genre of story you want to tell, you’re far better off playing a different roleplaying game. There are hundreds, maybe even thousands, of roleplaying games out there—don’t torture yourself trying to fit a square peg into a D&D-shaped hole.
Adapting a genre into D&D, however, is less involved. It requires a lighter touch. Instead of bending D&D’s tropes to fit the genre, you bend the genre’s tropes to fit D&D. In Eberron, for example, the hardboiled detectives and intrepid explorers that slink through the streets of Sharn or creep through the jungles of Xen’drik don’t carry revolvers—they carry wands of magic missiles. You get to keep the genre tropes of the Sam Spade-style private eye, the Indiana Jones-like archaeologist adventurer, and so forth, but they’ve been flavored by the trappings of D&D, and thus fit smoothly into a D&D game.
As with all the advice to follow, this rule is a far-reaching generalization. If you think that breaking this rule will help make your game, your setting, or your adventure better, then go for it! These constraints will help you get a good, basic, and fun game—but like all other rules in D&D, these rules are made to be broken.
Adapt Iconic Genres
What’s something that all the popular D&D genre adaptations have in common? Well, I’m sure you can find a lot of commonalities if you break things down to their smallest parts, but there’s one shared trait that stands out to me in particular: all of these settings use immensely popular movies or novels as touchstones. The original Eberron Campaign Setting for third edition D&D even has a list of movies that were vital to the setting’s creation, including Brotherhood of the Wolf, Casablanca, The Maltese Falcon, Raiders of the Lost Ark, and a handful of others. Ravenloft wears its gothic influence on its sleeve, with Strahd standing in for Count Dracula, and other Ravenloft adventures leaning on classic Universal monster movies like Frankenstein, and Hammer horror films.
All of these cultural touchstones give these genre-focused settings an instant elevator pitch. “It’s like Lord of the Rings meets Dracula,” for Ravenloft. “It’s like Conan plus Indiana Jones plus every Humphrey Bogart movie” for Eberron. Don’t worry about feeling like you’re being unoriginal—being too original can make it hard for your players to find a foothold. If your players are able to instantly summon archetypal characters or memetic moments from your genre of choice, they can play into the strengths of your setting without floundering about in confusion. This can make your game instantly high energy and exciting from the very first session.
Some classic genres to adapt into D&D include:
- Classical Mythology, such as the myths of Ancient Greece, Ancient Egypt, feudal Japan, medieval China, much of pre-Christian Europe, Africa, Asia, the Americas—really, any culture that has mythology or folklore that predates the modern day! These tales are filled with heroes, monsters, and trickster spirits and gods that actively meddle in the affairs of mortals. If you’re playing with people for whom these myths are important cultural touchstones, make sure you’re not being disrespectful in your portrayals.
- Cosmic Horror, such as the works of H.P. Lovecraft and the broader Cthulhu Mythos. This genre has been heavily explored in RPGs—and even in D&D! Check out the Star Spawn and the Elder Evils included in Mordenkainen’s Tome of Foes.
- Fairy Tales, such as the works of the Brothers Grimm, Hans Christian Andersen, L. Frank Baum’s Land of Oz series, or the lighthearted folkloric fantasy feel of The Hobbit by J.R.R. Tolkien—not to be confused with the more epic feeling of The Lord of the Rings. Using fey creatures and the Feywild and Shadowfell of D&D lore to make them actual fairy tales could be fun, but isn’t required.
- Medieval Politics and Intrigue, such as Game of Thrones, or the actual historical War of the Roses. This genre often calls for restrictions to be placed upon magic, which is the eternal bugaboo of D&D setting adaptations. More on this later.
- Office Comedy, like The Office or Parks and Recreation. This one might seem tremendously hard to adapt to D&D, but Acquisitions Incorporated managed to meld these two disparate genres with aplomb.
- Post-Apocalyptic, which is a very broad genre indeed. Some post-apocalypses are pessimistic and brutal, such as D&D’s own Dark Sun setting, while some worlds are optimistic and hopeful, like the world of The Legend of Zelda: Breath of the Wild. The genre has been so popular in recent years that almost everyone is familiar with at least one bona fide piece of post-apocalyptic media.
- Superhero, like the comics and films of Marvel and DC. At high levels, most D&D characters are practically superheroes already! What would superheroes look like in a medieval fantasy setting?
- Spy Thriller, like James Bond or Mission Impossible. How does the D&D fantasy genre change if stealth and subterfuge are always the main goal, and epic battles of blade and spell are rare?
- Westerns, such as The Good, The Bad, and the Ugly, Once Upon a Time in the West, or any film that depicts the modern mythology of the American West.
There are no shortage of genres that can be adapted into D&D. What are some other genres you’ve used to inspire your D&D games?
Find Points of Commonality
Where does your favorite genre intersect with D&D? If I were to create a Western-inspired D&D setting, I would identify a few main points of overlap: rag-tag parties (such as in The Magnificent Seven), a dangerous wilderness filled with bandits and interspersed with small towns, and legends of hidden treasure (such as in Treasure of the Sierra Madre). I would start with these three points, as they’re the first things that popped into my head. There are plenty more points of intersection that will occur to me while designing the setting, but we want to get designing as quickly as possible.
Try to play fast and loose with your design, especially at first. Once you have a point of commonality between your favored genre and D&D, figure out how the two genres are different within that space. For instance, D&D’s wilderness is often filled with monsters as well as bandits. What D&D monsters have an Old West feel, and how could you modify existing D&D monsters to make them feel at home in a fantastical version of the Old West? Jot down ideas, but don’t be afraid to toss them if you think of something more interesting. Since new genre intersections and ideas will hit you during this time, try to bounce around as much as possible. Just getting a few notes on paper will help you discover the broad strokes of your genre mashup better than digging too deep into one topic.
This should feel like popcorn popping; first a few ideas pop up, then a storm of new ideas explode, then it simmers down. Once the ideas have slowed, start digging in. What excites you about these ideas? Do any of them fundamentally change the D&D experience? Do those changes require additions to the D&D rules, or subtractions? And do any of these changes cascade outwards, rippling into other points of genre-mixing? For instance, if you replace pistols and rifles are replaced with magic wands and magic staves, are there other gunpowder or combustion inventions that need reworking, like trains and railways?
Limit Restrictions
Once you start thinking about intersections between the D&D fantasy genre and your new genre of choice, I all but guarantee that you’ll notice a lot of things in D&D that don’t blend well with your new genre. D&D’s unique system of magic and the ubiquity of its magic items is almost certainly going to be a point of friction between these two genres. I highly encourage you to not restrict your players’ access to magic or its magic items to preserve a sense of grittiness or realism in your setting, or to core D&D features like its races or classes.
Restricting a single race, class, or spell is one thing, but removing huge chunks of these systems will inevitably harm your game. One vital aspect of the D&D fantasy genre is its heroic tone, and almost all of the classes, races, and spells in D&D are geared towards creating larger-than-life characters that accomplish impossible feats of strength and skill. All of D&D’s sub-systems work in tandem to create that feeling. You can tone that heroic feeling down incrementally, perhaps by making human the only playable race, limiting spellcasters to only playing wizards and druids, or by using the variant Healing rules in the Dungeon Master’s Guide, but they only change part of the picture. Toning D&D all the way down from “heroic” to “gritty” requires so much customization on your part that you would honestly be better off playing a different game entirely.
It’s much easier to alter the tone of your game by adding genre elements to it. Eberron achieves this by adding new races, new magic items, the Dragonmark system unique to the setting, and myriad other rules additions or variants. While you should be careful of adding too much to your new D&D-ified genre, it’s often easier to get players up to speed on additive house rules than subtractive ones. It’s more fun to tell a player, “Here’s a new spell you can learn that’s unique to this world,” rather than stopping them in the midst of casting a spell that they forgot was banned, for instance. If you really want magic to be rare and mystical in your setting, or run a "low-magic" world like the world of A Song of Ice and Fire, consider making all of the magic-using NPCs a maximum of, for instance, 5th-level. In time, the player characters will become the most powerful magic-users in the world—but they'll have to do it all on their own. There are no libraries of epic magic or wise mentors to guide them in their journey; they're in uncharted territory, and must face all the unknown dangers inherent to it. This is much more interesting and fun than arbitrarily restricting your magic-using player characters' growth.
And More?
There are countless guidelines and suggestions for how to adapt your favorite genre into D&D. If you want to adapt a D&D adventure into another genre or setting, some adventures even come with guides for doing just that, such as the “Adapting to Other Worlds” appendix in Princes of the Apocalypse.
What other tips do you have for people trying to blend genres with D&D? Have you created a D&D setting with its own unique blend of genres?
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his partner Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
I love the movie Casablanca, though have never seen The Maltese Falcon (I have red the book though).
D&D can be played in a multitude of different genres, though the thing I will gripe about is that the characters are not really people, but instead are more like demigods. An RPG that I have found works a whole lot better for adapting to different genres is Call of Cthulhu.
I can't wait for the new Eberron book to come out. Eberron is probably my second favorite setting, and I think it needs more 5e changes from Wayfinder's Guide to Eberron.
The Maltese Falcon was my chief inspiration for Waterdeep: Dragon Heist. I watched it as soon as I accepted the assignment, because the story bible reminded me of it so powerfully.
I think it would be really cool to make a Greek Mythology themed adventure. Some monsters would fit in very well, like Medusas, and Minotaurs. Magic Weapons could be forged by cyclopses for the Gods. Maybe the adventurers have godly blood in them. Lots of cool options.
You can make the characters more 'people-ish' if you play on lower levels like 1-8 and make leveling up a slow process. If selecting a subclass at 3rd level is a big thing and the resources if the characters are limited, players rend to act more like real people: making contacts and deals, employing retainers - all-in-all: avoid risky situation where they have to expend precious powers. Sure, you have to discuss this with the players. The system supports it.
Bringing in the Ebberon and Acq Inc Art. Yeah! Also combining those two books has been a fun process
There is one being released soon, called Odyssey of the Dragonlords. It's written and created by people who used to work for Bio-Ware. I'm pretty excited to run it when it gets released. They have added some cool character options, like playing as a medusa or satyr, as well as added Epic Paths, basically expanded backstories for each character, that involves Epic Tasks for the heroes to complete on top of the adventure going on.
I'm currently preparing a campaign based around the idea of "Western Steampunk". Basically, the world is dominated by the gnomes and their inventions.
I'm adding guns (the basics ones from the PHB and some custom ones) and taking the Warforged from Eberron with some modifications : they are now basically cyborgs instead of sentient robots. Most are made from mind-wiped prisonners to serve as obedient soldiers but i've added ways for anyone to become one, even mid-campaign, if they so choose. There's just a steep price to pay, both in cash and possibly in magic.
I really like what i'm doing and hope my players will as well.
This is right on time. Just this morning I was talking to my husband about how we might convince his dad to play D&D by pitching it as "a medieval James Bond adventure" and coming up with a one-shot focusing on stealth, deception, disguise, and persuasion. I half-jokingly suggested "The Man with the Golden Crossbow."
There's a lot of people out there wanting to adapt xianxia and xuanhuan content. That stuff contains a lot of rich material to draw on.
I'll never forget the Disney-genre one-shot I ran for my siblings who weren't into high fantasy. It was so easy to do with 5e mechanics, and we all had a ton of fun!
5th Edition is incredible versatile. I once played in a campaign set in the modern day where magic had been lost and outlawed, but soon became full of both magic and ancient sci-fi tech, and it worked really well!
Joe Abercrombie's Red Country is a good example of blending western and fantasy.
The game I'm starting soon is based in a post Imperial Tamriel with a very Dark Ages vibe.
I'm going to be running an urban fantasy game at GenCon next year, where a D&D party ends up in the 'modern' world where magic operates in secret!
I have been working on a 5th Edition conversion for the classic Gamma World RPG.
To be perfectly honest, I really don't like high magic settings like Eberron. It's always just so gaudy and overwhelming that this world is where fantasy races and medieval weapons are found directly alongside sci-fi technology that is both commonplace and well known. I mean, seriously? sentient robots, magically powered airships and floating trains exist in a world where people still try to hack each other to bits on a game system designed for a decidedly medieval battlefield? I'm sorry, it just really turns me off of a game that's supposed to be fantasy, whether that fantasy is standard Lord of the Rings-esque heroic fantasy, gothic horror (which I love), cosmic horror (which I also love), or gritty and low-magic a la Game of Thrones or Dark Sun.
Although I must admit, warforged are awesome.
"There are hundreds, maybe even thousands, of roleplaying games out there—don’t torture yourself trying to fit a square peg into a D&D-shaped hole."
I can only second this advice. Mechanics will tremendously influence the feel of your game. Even generic systems that just need a setting layered over them will work better in some instances rather than others. D&D is great, but there's a good chance someone out there wrote a game specifically to capture what you want to do at the table.
Swashbuckling Curse of Strahd. Someone had to say it.
This is great! I am currently working on a contemporary fantasy setting, as in what would the present be like if our past was d&d. Not so much technology as we know it but more magical devices, but also some firearms.
It has required some balancing and expansion (blending between the dmg and Matt Mercer's Exandria firearms). But I think I have somethibg that will fit with it. Notably that guns aren't default, but are also regulated and expensive. It has also needed a few spells that work with them as well.
Other than that, I think it will be an interesting setting to play in!
Interestingly enough, there just so happens to be a huge lake which I may or may not have spread some rumours about involving a pirate's galleon arriving through the mists of Barovia...