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General Tabletop Discussion
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Critical Role: Overrated, Underrated, or Goldilocks?
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<blockquote data-quote="Burnside" data-source="post: 8388321" data-attributes="member: 6910340"><p>What I find amazing about Critical Role is how watchable it is despite the fact that it is unedited. This is something I'm not able to say about pretty much any other live-streamed actual play D&D game I've tried to watch with the exception of a few isolated one-shots.</p><p></p><p>I have enjoyed episodes of D&D shows and podcasts that do some editing in post-production, such as Adventure Zone, Relics & Rarities, or Godsfall. But Critical Role is the only live show that I've been able to stick with. That's a testament to their charisma, chemistry, instincts, and storytelling ability.</p><p></p><p>That said, I also think the show has plenty of flaws and, in particular, my feelings about the second half of Campaign 2 are more negative than positive. Long story short, I think Mercer empowered his players to drive the story forward and, more often than not, they refused to do so; in particular I think Travis Willingham kind of dropped the ball on the basic D&D social contract of "be willing to go on the adventure" and just rejected what Mercer was offering him. The seven-hour finale, which was great in so many ways, also bugged me for this reason. They rapid-fire addressed all the plotlines that had been left languishing for months; it bothered me because the players were willing to FINALLY do stuff in that final episode because the campaign was over anyway and there was effectively no risk for their characters.</p><p></p><p>But I'm obviously in the minority there and the show is hugely beneficial to the game in general. I just personally would prefer that the show be a little more about going on adventures than it is. Not that I want all the character building/interpersonal stuff gone, but I just wish it more of it could happen during adventures and not between them.</p></blockquote><p></p>
[QUOTE="Burnside, post: 8388321, member: 6910340"] What I find amazing about Critical Role is how watchable it is despite the fact that it is unedited. This is something I'm not able to say about pretty much any other live-streamed actual play D&D game I've tried to watch with the exception of a few isolated one-shots. I have enjoyed episodes of D&D shows and podcasts that do some editing in post-production, such as Adventure Zone, Relics & Rarities, or Godsfall. But Critical Role is the only live show that I've been able to stick with. That's a testament to their charisma, chemistry, instincts, and storytelling ability. That said, I also think the show has plenty of flaws and, in particular, my feelings about the second half of Campaign 2 are more negative than positive. Long story short, I think Mercer empowered his players to drive the story forward and, more often than not, they refused to do so; in particular I think Travis Willingham kind of dropped the ball on the basic D&D social contract of "be willing to go on the adventure" and just rejected what Mercer was offering him. The seven-hour finale, which was great in so many ways, also bugged me for this reason. They rapid-fire addressed all the plotlines that had been left languishing for months; it bothered me because the players were willing to FINALLY do stuff in that final episode because the campaign was over anyway and there was effectively no risk for their characters. But I'm obviously in the minority there and the show is hugely beneficial to the game in general. I just personally would prefer that the show be a little more about going on adventures than it is. Not that I want all the character building/interpersonal stuff gone, but I just wish it more of it could happen during adventures and not between them. [/QUOTE]
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Critical Role: Overrated, Underrated, or Goldilocks?
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