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Critical Role Campaign 4, Episode 2: Celestial Horrors and Powerful Houses Emerge as Potential Threats
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<blockquote data-quote="TiQuinn" data-source="post: 9777943" data-attributes="member: 4871"><p>I think that gets a little muddy. On the one hand, it’s clearly a much more narrative game with paid professional actors who are also allowing that story to unfold in long form. The level of detail they have prepared both from the DM and player sides are absolutely not necessary. Nobody there is going to gripe about the rules; everyone at that table knows this is about creating dramatic moments.</p><p></p><p>On the other hand, you can find probably a bajillion interviews now with both Mercer or Mulligan (sometimes both!) where they discuss tips for home games. They acknowledge the differences but they get into what they think works in general. And generally, I think there are plenty of things to take away. There’s no problem with starting off a campaign or a session in media res. I think the way Mulligan lets the lore slip out in bits and pieces is fantastic and applies well at home. We’ve yet to see a lot of rules in actual use so far, and that mini-fight might’ve been the first (I actually don’t think it was really combat at all - rolls with some stage dressing) - but I do prefer it when the APs work within the game rules. That instance was a little iffy to me. Whether it’s a best practice or not, I think a lot of people will say don’t make a roll if it doesn’t really matter, and I have a hard time believing that roll mattered.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9777943, member: 4871"] I think that gets a little muddy. On the one hand, it’s clearly a much more narrative game with paid professional actors who are also allowing that story to unfold in long form. The level of detail they have prepared both from the DM and player sides are absolutely not necessary. Nobody there is going to gripe about the rules; everyone at that table knows this is about creating dramatic moments. On the other hand, you can find probably a bajillion interviews now with both Mercer or Mulligan (sometimes both!) where they discuss tips for home games. They acknowledge the differences but they get into what they think works in general. And generally, I think there are plenty of things to take away. There’s no problem with starting off a campaign or a session in media res. I think the way Mulligan lets the lore slip out in bits and pieces is fantastic and applies well at home. We’ve yet to see a lot of rules in actual use so far, and that mini-fight might’ve been the first (I actually don’t think it was really combat at all - rolls with some stage dressing) - but I do prefer it when the APs work within the game rules. That instance was a little iffy to me. Whether it’s a best practice or not, I think a lot of people will say don’t make a roll if it doesn’t really matter, and I have a hard time believing that roll mattered. [/QUOTE]
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Critical Role Campaign 4, Episode 2: Celestial Horrors and Powerful Houses Emerge as Potential Threats
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