Stranger Things finale: Why D&D references stopped being fun and started becoming a problem

A still from the show (Image via Apple TV)
A still from the show (Image via Apple TV)

The Stranger Things finale brought nearly ten years of supernatural adventure to a conclusion, leaving fans with mixed feelings about how the journey closed. While the series delivered emotional moments and wrapped up character arcs, many audience members noticed something "strange" (pun intended) about season 5's storytelling pattern

The renowned Netflix show, which started as a memorable tribute to 1980s pop culture, seemed to rely too heavily on one particular element in its last chapter. The tabletop game that once evoked nostalgic memories from the show had been transformed into a crutch for the story.

What started as subtle references and a way for young characters to navigate the Upside Down turned into the backbone of every plot choice and even how the El's fate is interpreted. The finale made this dependence more evident than ever, with nearly every scene structured around gaming logic rather than an organic character arc.


How the series used Dungeons & Dragons in early seasons

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When Stranger Things first introduced audiences to Hawkins, the Dungeons & Dragons sessions felt accurate. Young kids used the games as their lens to understand the impossible events unfolding around them. Calling the monster hunting Eleven a Demogorgon made sense for kids who spent their spare time rolling dice and battling imaginary creatures. The approach helped them strategize and provide viewers with an accessible way to grasp the supernatural threats. The second season continued this tradition when the group rallied behind Will by naming him "Will the Wise."

These moments worked because they felt easy for the characters and their age. The game represented their bond and innocence during a time when childhood imagination could still coexist with the rough realities of life.


The framework became the foundation in season 5

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The Stranger Things finale revealed how deeply Dungeons & Dragons had made its place in the show's DNA. Every character now spoke and thought in gaming terms, even those who had never played. Robin, Joyce, and Steve started planning the next moves as they were seasoned dungeon masters.

The pattern became predictable across all episodes. Characters face a problem, devise a plan using game logic, execute that mission, face issues, and overcome problems before regrouping.


Characters became game pieces instead of people in The Stranger Things finale

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The Stranger Things finale struggled most with character arc because everyone functioned like players in a campaign rather than individuals with personal development. Holly Wheeler threw light on this problem with accuracy. She became Holly the Heroic based on the figurine Mike gave her to comfort her, and all her actions mirror the archetype.

Her navigating through Camazotz, encountering Max, and leading the group of children translated into actual character growth. She stayed a plot device with a cape to her dress, resembling her heroic actions. The show throws light on giving each character something to do, rather than allowing them moments of transformation. This approach works during actual game sessions because players make choices that affect their experience, but watching already created character arcs follow gaming logic feels fabricated.


Why did extended episodes make the confusion even worse?

The fifth season's feature-length episodes revealed the limitations of this storytelling method. Former seasons had shorter, limited episodes that moved quickly enough to conceal the constant plot developments. The Stranger Things finale season, however, stretched everything out.

The characters spent fifteen minutes explaining plans in graphic detail, making episodes feel slow despite their action-packed sequences. The need to accommodate viewers who might be distracted led to characters constantly announcing their agenda.

This problem exists across modern television, but Stranger Things took it further by filtering everything through gaming terms. The longer format required organic character growth and emotional depth, rather than more rounds of strategic planning sessions.


The cost of depending on shenanigans in The Stranger Things finale

The Stranger Things finale displayed what happens when references replace original worldbuilding. Vecna, the Abyss, and the Mind Flayer never get a proper meaning beyond their Dungeons & Dragons counterparts. Viewers had to comprehend these threats through gaming references rather than finding what made them stand out in the show's universe.

This shortcut prevented the show from developing its mythology in new and unexpected ways. The constant analogies limited the villains' arc. They existed within predetermined boundaries set by the board game, which stripped away potential for surprise or innovation in their portrayal.

The Stranger Things finale demonstrated that even the most popular elements can become issues when overworked, proving that restraint matters more than nostalgia.

Edited by Yesha Srivastava