When a piece of media rockets to the epic status that a show like WandaVision has, you can almost hear the collective sound of Dungeon Masters around the world clapping their hands together at once whilst wickedly rubbing them together as they begin to scheme. That’s the magic of D&D, right? The ability to go “this thing is cool!” and turn it into something to unleash upon your players? So if you’ve been patiently watching along like us and have wondered how to pull something like that off, here are some tips for how you can take the concept of the show and make a WandaVision style “Hex” work for your table and setting.
Light spoilers ahead!
Before you begin
There’s typically no one-size-fits-all approach in D&D, and that’s something to embrace- especially when you’re already going outside the box. So, before you sit down to craft your own WandaVision Hex module, there are a few things to consider to make sure you’re approaching it in a way that’ll work for your table.
- Session Zero: We’ve talked before about the ways to make the most of your Session Zero, and Tasha’s Cauldron of Everything includes a section on ways to structure it. But a concept like this is a perfect example of how useful they can be in practice. Why? Well, consider for a moment how much Wanda Maximoff’s personal trauma plays into the worldbuilding of the TV series. This works okay when the audience can have distance from a show, but maybe a bit tougher with the personal connections players have with their own characters and in-game experiences. It doesn’t matter how cool your idea is if someone can’t have fun with it, so draw from those Session Zeroes to see if it may behoove you to think of a different reason why the events of the story are happening. (More on that later)
- Let’s Talk About Anachronicity: The sitcom parody elements of WandaVision’s Hex work so well within the narrative because they fit the idealized version of American small-town life that the Scarlet Witch may have seen growing up. It might not translate so well to say, Faerun, Theros, or Wildemount. This distinction also may not matter to your players. It’s good to think ahead of time about if a widely anachronistic tone like a sitcom episode would play for your group or if you may need to sub in something else. It could be a character’s favorite pulp adventure novels, recreations of elaborate stage productions from a city like Waterdeep, or fables and fairy tales adapted to reflect the realm of your game like many of Geralt’s more episodic adventures in Andrzej Sapkowski’s Witcher books. There are plenty of ways to represent journeys into a fiction idealized reality that don’t have to include any modern technology.
- An Awareness That You Are Not Jac Schaeffer: Though it is theoretically possible that the showrunner of WandaVision is reading this, she is not the target audience. And I say that not as a quality judgment, I’m sure you’re great! I say that to free you of the burden of feeling like you have to live up to the task of developing a massively ambitious TV series that helps introduce the most profitable franchise in the world into a lucrative streaming service. You are instead just trying to have a great session with your pals, roll some dice, and be clever. So breathe and have fun with it!
Building Your Fantasy World’s Fantasy World
Now that you’re all set to begin putting together your own Hex, let’s plop that Dungeon Master hat on your head and start thinking about how to actually build the darn thing. Let’s talk about how you’ll actually construct your Hex: how your players can interact with it, who will actually populate the darn thing, and most importantly, how it’ll fit into your overall game and story.
What Episode is This?
How your Hex will fit into your story is probably the most important element, so that’s where we’ll start. This could be the difference between these sessions being a familiar thing that your players will recognize, appreciate, and say “oh yeah, cool!” about, and the kind of story that they’ll remember and talk about for years to come. So what are some ways you could tie it into the story you’ve already been collectively telling?
- Fetch Quest: If your players have already been on a series of fetch quests looking for magic items, the Hex could serve as the unique challenge they have to solve in order to unlock their quarry. A powerfully enchanted item infused with Illusion magic, perhaps, could be bending reality around it. The characters will need to break the enchantment on themselves in order to claim it. Think about moments in films like Labyrinth when Jennifer Connelly is drawn into visions of a masquerade ball that attempt to make her forget her quest to reach David Bowie’s castle. If your group has already fought a few “zone bosses” during their quest this could be a nice change of pace.
- Boss Fight Prep: Instead of being a substitution for a big boss fight, your Hex could instead be a supplement for it. The reality-bending nature of the scenario is a unique and interesting way to have the players research their nemesis without simply pouring over piles of books at the local archives or shaking down the locals for the deets. If you know some juicy info about your particular BBEG’s dark and mysterious past that could play into their plans to defeat them, this could be your chance to unpack that without it feeling like just an info dump.
- A Character’s Story: This one seems to most naturally extend from what WandaVision the series is actually doing. If you’re DMing a very character-driven campaign, you may find yourself shifting between adventures that focus or spotlight different player characters and their journeys at a time. This could operate similar to a fetch quest of the thing you were fetching all along is the friends you’ve made along the way.
- It’s a Trap!: Probably the easiest one to pull off setup-wise. Your adventurers simply took a wrong turn at the wrong time. Now they’re stuck in a Hex, leaving poor Jimmy Woo outside confused and holding a business card. In this case, what you really have here could be viewed as a puzzle taken to a narrative extreme or some sort of mind dungeon crawl.
Who Are You People?
One of the really exciting things that a Hex module can do for your campaign is it provides such a unique opportunity to completely mix things up with your characters. Maybe you’re coming to the end of a long chapter of the campaign, maybe you need a break from the overall narrative and this weird little Hex tale is the perfect in-character vacation. So what are some ways you can toy with your player paradigm a bit to fit this unique concept? Here’s some ideas to ponder.
- Inside the Hex: Are your player characters caught inside the Hex like the citizens of Westview, New Jersey? If so, perhaps their characters could play characters of their own within it. You can approach this in a couple of different ways. You could provide your players with a basic concept and a few bullet points and trust them to improvise this new concept for a little bit. Or you could feed them just enough info to craft their own concept for their character’s role within the “sitcom.” Maybe one of them really wants to play the wisecracking neighbor and will run with that. (Note: this is also a fun roleplaying move to use for long flashback scenes outside of WandaVision Hexes as well. Assigning temporary roles to your different players during another PC’s backstory allows for the personalization of a one-on-one while leaving the rest of the table feeling included.)
- Responsible for the Hex: This is an extension and enhancement of the previous concept, one that assumes that a player character is the Wanda Maximoff of the story and the Hex is created around them. This could be something they are aware is happening, which may require some pre-session collaboration and discussion, or something they are not, in which case you could set it up similarly to the previous style and slow-burn their involvement with reveals as you go. This is where working with your players to create fleshed-out characters in your adventures can really pay off. Not unlike the Boss Fight prep concept above, this is how a characters’ cards can get laid all out on the table rather than making the player spout it off as an exposition monologue at an inn.
- Investigating the Hex: Perhaps your characters aren’t actually caught up in the Hex but rather they come upon it and need to solve the mystery of it as outside observers. In this scenario, the PCs function much more like the SWORD agents outside. This option might appeal to groups that would love the idea of indulging in something outside the box like this but might be less interested in the more complex roleplaying styles some of the other options require. Or this might just be the option your table would find cooler. There are still ways to have high stakes in this scenario, perhaps the characters need to be equipped with a magic item or enchantment that prevents them from being affected by the Hex when inside its altered reality, and with a ticking clock before it can no longer protect them.
Shared Franchise
So those are some ways that you can fit a Hex within the confines of your own story, here are just a few quick suggestions for ways you can use the flavor of existing campaigns or settings to anchor it within a D&D narrative.
- TashaVision: Who needs the Scarlet Witch when D&D has its own famous spellslinger right here? Perhaps Iggwilv is up to a scheme that the players will need to intervene on, or perhaps the Hex itself is contained within Tasha’s actual Cauldron of Everything.
- Stranger Things Have Happened: The events within the Hex could be the result of a powerful Mindflayer at work.
- The Barovian Accords: The existential horror elements of the citizens stuck within the Hex feel like they’d be right at home for a Curse of Strahd side quest.
- Infernal Machinations: Avernus is a great opportunity to provide some mind-bending situations for your players. And The Good Place taught us that a seemingly suburban paradise makes for the perfect hell.
- It’s All Therosian To Me: One of D&D’s newest settings, the Magic the Gathering import Theros hosts a litany of Ancient Greek-inspired Gods, including Phenax, whose deceptions and illusions would make a decent origin for the Hex, as would Purphoros, the God of the Forge, whose love of creation might include the pocket realities the players find themselves in.
As with all game concepts, all of this is of course just a launching board to inspire you to think of how best to include a Hex-style storyline in your game. And of course, one good mystery deserves another- Candlekeep Mysteries, D&D’s new anthology of mystery adventures, is available for preorder right now.
Have you already incorporated a major pop culture touchstone into your game? What did you do and how did your players react? Or have you even created your own D&D version of WandaVision already? Let us know in the comments!
Its actually includes "for d&d" in the title.
Okay what am I missing here?
With so much negativity I feel like we all need a reminder article of what D&D is actually about. Apparently a lot of people got lost or just had bad teachers. The Golden Rule: You play to have fun. Even the books tell you to bend the rules to your groups desires. How can people miss that without willful ignorance?
Sorry had some bad experiences.
Not as bad as it could be but enough to want to point out I agree about the having fun bit being for everybody at the table.
They don't though...
I L O V E WANDAVISONNNNNNN
WOTC doesn't need to have a finger in D&DB for this to be a complete misfire of an article. This entire concept is tone deaf and unfit for purpose. Have you considered trying other TTRPGs instead of ham-fistedly forcing any setting into a system designed for medieval fantasy?
This is not about the mcu, this is not about superheroes, this is not about Wanda Maximoff the scarlet witch, this is not even about the history of sitcoms
This is about the hex. A mass illusion/transmutation bubble that traps it’s victims and puts them into roles in an alternate reality.
There already exists a way to make a matrix campaign in 5e in dungeon of the mad mage the ulitharid extremiton ( spelling?) has a series of “VR pods” running a simulation of waterdeep called alterdeep. There is little difference between that and this.
in fact the hex fits so much better into a high magic medieval fantasy setting than extremitons “VR pods” and alterdeep ever did (if we go by your standards)
the article should have been called “how to make the hex in dnd” or “how to make the hex from WandaVision in dnd”, but that is not as clickable or searchable.
Or some high level Phantasmal Force related illusion spell that needs something completed to end its effect sort of deal?
How is the article "unfit for purpose"? What do you think its purpose is, aside from exactly what the title says it is?
Why would they write about trying to fit it into other TTRPGs on Dungeons & Dragons Beyond? That doesn't make any sense. Also, Spelljammer & Eberron are decidedly not "medieval fantasy". That may be the only space you choose to play in using the D&D rules, but not everyone plays like you. People are allowed to have fun in different ways than you do. The universe will not implode.
I guess you have never played a game or adventure in the feywild, huh?
This type of article would have been right at home in The Dragon 40 years ago.
I enjoyed it. It was fun, creative, thought provoking, and out of the box. Creativity is excellent. Reaching out to new folks is great. My GM, who is notoriously difficult to impress, really enjoyed the article because he is a big fan of the TV show. I will have to give it a try.
1/3 of people will always be grumpy about any issue, it is human nature.
Home run, Riley!
You must have been really irritated the first time you played played Expedition to the Barrier Peaks. ;-)
Yes, it's an absolutely abysmal article. D&D is not some silly campy TV show.
How about you give us some actual D&D material; Planescape, Dark Sun, Birthright, Spelljammer, etc. Why doesn't this writer educate themselves about the game's rich history? I guess because it's much quicker to look at Twitter to see what's 'trending'.
I believe they're using various social media sources in an effort to speed up articles such as this or the one about the latest new book.
I do like the idea about taking a look back at the history of d&d though.
Have they considered plumbing the first few scenarios from original d&d especially the red box of the 80's?
How would they handle the opening adventure and the fate of the unfortunate Aleena who died at the hands of Bargle?
Then there's In Search of the Unknown and the Keep on the Borderlands have either of these been looked by that I mean articles on how people to reacted to them back then and with the advent of 5e now, how they're looked at now?
How about an article on the new D&D movie what with Hugh Grant cast as its villain for instance?
Imagine a series of articles set about the setting for that movie as a build up to its release?
Would they be interested in that assuming they're ready for that kind of advertisement?
What authority do you have, to declare that other people can't do exactly that? If the table wants to run a campaign founded on some silly campy TV show, why can't they? Or Men In Tights 2 in the Forgotten Realms? Have a Spelljammer campaign set as Spaceballs 3: The Search For More Money. Why do you believe you get to decide how other people play D&D?
Having seen Wandavision its more like the entire MCU approach to magic is like they took the comics and converted them into DND classes to explain the different types of magic. It was clear the people responsible for magic in the MCU are total DND nerds and there's a lot of DND in the magic used in the shows so it's a really good source of inspiration for looking at how to play with magical environments.
Not only this but spells like Forcecage/Planeshift/Gate/Teleport/Time Stop and even Wish (though the Infinity Gauntlet 'snap') have some of their best examples in the MCU along with characters to show off different types of spellcasters like The Purple Man from Jessica Jones for Charm Spells, Doctor Strange for Abjuration, Kaecilius for a pact of the tome warlock, Loki for Trickery Domain Cleric and Wanda for wild magic sorcery
Wandavision spoilers below:
Agatha even goes into explaining different magic schools and V/S/M components when she teaches Wanda some basic 'witch' spells which was straight out of the DND spellcasting rules.
By the end Wanda is shown in the series to be a Wild Magic Sorcerer with subtle spell (the show even points out that she doesn't need to use V/S/M components in her casting making her more powerful then Doctor Strange - who as a wizard needs to study spellbooks to learn)... you even see her use wild magic surges during the show where she totally loses control of her spells and has no idea what she's done.
I don't want get into another argument but the way magic in Marvel comics has been handled is more like parallel evolution than a copy. From early on Strange used his magic as he does in the movie, Wanda in the comics as well. One of her magic attacks was called Hex before dnd used the term, so yeah.. Both of them are based on Vancian magic.
Uh
Thanks for including Marvel into D&D trends. I love WandaVision. Bring it on. 😁
I LOVE the idea! I gotta get started on designing a campaign xD... Thanks!