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*Dungeons & Dragons
Critical Role Releases New Campaign 4 Trailer
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<blockquote data-quote="Clint_L" data-source="post: 9759418" data-attributes="member: 7035894"><p>Absolutely! And that's my hope!</p><p></p><p>But then <em>why this trailer</em>? I was buzzing for this campaign and now the trailer has me all worried that it will feel more like Mulligan's last stint on CR (though to be fair, that story didn't come from him, and the ending was literally preordained).</p><p></p><p>Edit: going back to my earlier point about improv, I think games are most fun to play or, for me, to watch when the unexpected happens. At their best, I think TTRPGs are essentially improv to a significant degree, because player choices and the luck of the die should allow the story to go in strikingly different directions and tones. And improv thrives on novelty, whereas these epic, tragic arcs depend on a predetermined structure to a significant degree. If we want to go all the way back to the Greeks, to a significant degree comedies rely on chance while tragedies are all about fate (using "comedy" here in the more traditional sense - more like romantic adventure than a sitcom).</p><p></p><p>I don't think tragedy is a good fit for a long campaign, because it really limits the player's options, and the tone tends to get very same-y, whereas comedy/romantic adventure can make space for tragic arcs amongst the side-quests, shopping episodes, and everything else.</p><p></p><p>And I also recognize that these are not absolutes, so I'm not arguing that there was no tragedy in earlier games of Critical Role, and no comedy in later ones. I am talking about the overall tone and trend, which seems to be headed more in the tragic direction than the comedy/romantic adventure direction.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9759418, member: 7035894"] Absolutely! And that's my hope! But then [I]why this trailer[/I]? I was buzzing for this campaign and now the trailer has me all worried that it will feel more like Mulligan's last stint on CR (though to be fair, that story didn't come from him, and the ending was literally preordained). Edit: going back to my earlier point about improv, I think games are most fun to play or, for me, to watch when the unexpected happens. At their best, I think TTRPGs are essentially improv to a significant degree, because player choices and the luck of the die should allow the story to go in strikingly different directions and tones. And improv thrives on novelty, whereas these epic, tragic arcs depend on a predetermined structure to a significant degree. If we want to go all the way back to the Greeks, to a significant degree comedies rely on chance while tragedies are all about fate (using "comedy" here in the more traditional sense - more like romantic adventure than a sitcom). I don't think tragedy is a good fit for a long campaign, because it really limits the player's options, and the tone tends to get very same-y, whereas comedy/romantic adventure can make space for tragic arcs amongst the side-quests, shopping episodes, and everything else. And I also recognize that these are not absolutes, so I'm not arguing that there was no tragedy in earlier games of Critical Role, and no comedy in later ones. I am talking about the overall tone and trend, which seems to be headed more in the tragic direction than the comedy/romantic adventure direction. [/QUOTE]
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