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Critical Role to Use D&D 2024 Rules For Campaign Four, Expands to Three Tables and Thirteen Players
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<blockquote data-quote="Benjamin Olson" data-source="post: 9734207" data-attributes="member: 6988941"><p>Focus here seems to be on the decision to stick with D&D rather than promote their own game, but I'm more intrigued by what the particular campaign is slated to look like.</p><p></p><p>That sounds very cool as a D&D campaign. I was probably going to suggest a veer towards Westmarches for my current group because everyone seems to want to give DMing a shot (a strange but welcome thing) and it seems like a good way to be able to trade up without everyone having to roll new characters all the time.</p><p></p><p>As a show I have some doubts. The divided groups reminds me of reading the <em>Song of Ice and Fire</em> books and all the times the plotline I cared most about was delayed for many chapters while we checked in on new randos or someone doing something less interesting, and then eventually all of book four was dedicated to the plotlines I found less interesting and I checked out.</p><p></p><p>As the latest installment of the "flagship product" of the Critical Role empire, I think they are seriously diluting the brand here. Thirteen players! Who is Critical Role? How am I going to subtly and slowly form para-social attachments to three different groups and their dynamics? This hardly feels like my idealized image of a long-running home-game at all anymore. Which is all to say I think this is a "product" which will likely test the patience of some diehards and probably not be particularly great at bringing in new fans in the way prior campaigns hooked new fans.</p><p></p><p>That said, more power to them for doing what they want to instead of what conventional wisdom says would be best for their brand (ie: stick to the formula).</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 9734207, member: 6988941"] Focus here seems to be on the decision to stick with D&D rather than promote their own game, but I'm more intrigued by what the particular campaign is slated to look like. That sounds very cool as a D&D campaign. I was probably going to suggest a veer towards Westmarches for my current group because everyone seems to want to give DMing a shot (a strange but welcome thing) and it seems like a good way to be able to trade up without everyone having to roll new characters all the time. As a show I have some doubts. The divided groups reminds me of reading the [I]Song of Ice and Fire[/I] books and all the times the plotline I cared most about was delayed for many chapters while we checked in on new randos or someone doing something less interesting, and then eventually all of book four was dedicated to the plotlines I found less interesting and I checked out. As the latest installment of the "flagship product" of the Critical Role empire, I think they are seriously diluting the brand here. Thirteen players! Who is Critical Role? How am I going to subtly and slowly form para-social attachments to three different groups and their dynamics? This hardly feels like my idealized image of a long-running home-game at all anymore. Which is all to say I think this is a "product" which will likely test the patience of some diehards and probably not be particularly great at bringing in new fans in the way prior campaigns hooked new fans. That said, more power to them for doing what they want to instead of what conventional wisdom says would be best for their brand (ie: stick to the formula). [/QUOTE]
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Critical Role to Use D&D 2024 Rules For Campaign Four, Expands to Three Tables and Thirteen Players
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