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EXU: Calamity Discussion (Spoilers)
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<blockquote data-quote="jgsugden" data-source="post: 8648142" data-attributes="member: 2629"><p>I have not finished the first episode, but I was surprised he took 2 hours to introduce us to the PCs. That is a lot of time when we'll get a total of about 16 hours with them. I would be interested to watch BLM run a campaign in Exandria with campaign guidance by Mercer - but I'd rather they shortened that opening sequences to about 5 minutes a piece and went further into the combined story. The first Exandria Unlimited suffered because there was a lack of recognition of how little time the group had and some things were rushed to fit them in.... I would hate for us to get to that same place here.</p><p></p><p>I also don't really feel like this is a game of D&D, so much as it is using D&D mechanics to deliver a predetermined story. In essence, I have the same criticism here that I have of adventure paths that are highly railroaded. I feel like Critical Role has certain 'goal posts' to hit - some set by players, some set by Matt - that everyone at the table understands heading into a session (either through statement, as I believe was the case when Vox Machina found Tiberius, or through attention to the story unfolding (as they are respectful and give time for their fellow players to take spotlight for a bit). Here, however, I felt like there was a tighter 'script' (so far) with player knowledge of where things were going at a high level.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8648142, member: 2629"] I have not finished the first episode, but I was surprised he took 2 hours to introduce us to the PCs. That is a lot of time when we'll get a total of about 16 hours with them. I would be interested to watch BLM run a campaign in Exandria with campaign guidance by Mercer - but I'd rather they shortened that opening sequences to about 5 minutes a piece and went further into the combined story. The first Exandria Unlimited suffered because there was a lack of recognition of how little time the group had and some things were rushed to fit them in.... I would hate for us to get to that same place here. I also don't really feel like this is a game of D&D, so much as it is using D&D mechanics to deliver a predetermined story. In essence, I have the same criticism here that I have of adventure paths that are highly railroaded. I feel like Critical Role has certain 'goal posts' to hit - some set by players, some set by Matt - that everyone at the table understands heading into a session (either through statement, as I believe was the case when Vox Machina found Tiberius, or through attention to the story unfolding (as they are respectful and give time for their fellow players to take spotlight for a bit). Here, however, I felt like there was a tighter 'script' (so far) with player knowledge of where things were going at a high level. [/QUOTE]
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