The Gamers is a 2002 film written and directed by Matt Vancil and produced by independent movie company Dead Gentlemen Productions. It is an affectionate spoof of role-playing games, and often shown at gaming conventions. A sequel, The Gamers: Dorkness Rising, was released in 2008. A second sequel, The Gamers: Hands of Fate, was released in 2013. Plot The movie flips between following a group of gamers in a dorm immersed in a role-playing game, and their characters (played by the same actors) as they journey through a world of fantasy and wonder to defeat a being known as "The Shadow" and rescue a princess. The latter is theoretically a heroic quest, but while the game master attempts to foster in a narrative, the players tend to be more interested in their characters' tolerance for ale, trying to apply the sneak attack damage multiplier to siege weaponry, et cetera. The movie both makes fun of gamer stereotypes and plays the discrepancy between an optimal RPG plot and the events of an actual RPG session for maximum absurdity. Characters attempting something dangerous freeze as dice clatter in the distance. The party thief picks the pocket of a bystander, then steals that bystander's pants—not because he wants the pants in any way, but solely to see if his skill statistics allow it. One character, while present, does not interact with the others for most of the game, as his player is absent. When an unlucky dice roll causes the death of one character, the other players' characters mourn him for a moment, and then immediately start squabbling over the items he was carrying. Characters spring to action, then keel over as their players forget and are reminded that the characters are asleep, players argue and make snack runs, and their game is frequently interrupted by a girl from the same dorm who demands they keep quiet so that she can study. The Shadow is eventually defeated, after a long quest, and the characters find themselves in a strange tunnel. On the other side of the door, they hear voices—the voices of their players, who are narrating the action in the hallway outside. Bursting into the room (as dictated by the players), the characters slaughter the gamers, then begin picking over the room for treasure. They discover that their entire adventure has been documented by the "strange sorcerers" they have just slain via