Critical Role's 4-episode overture had me clenching my cheeks through some of the most intense D&D I've ever seen, and I'm not convinced I'll be surviving Campaign 4

Matthew Mercer and Alexander Ward stare, frightened, during Critical Role Campaign 4's fourth episode.
(Image credit: Critical Role)

Running an actual play is hard—especially one with the weight and heft of Critical Role. Originally a crapshoot by Geek & Sundry to see if folks wanted to watch voice actors play Dungeons & Dragons, Critical Role is now a small media empire. We're talking multiple animated series, entirely new systems. It is, to put it plainly, a bunch of pressure to play D&D in front of its now-sizeable crowd.

Which is part of why Campaign 4 has impressed me so thoroughly so far, because it's not staring down the barrel of that loaded gun with anything other than manic glee. A new DM, 13 players, a West-Marches style structure and—concluding (for the most part) on this Thursday—a 4-episode overture that's the mother of all session zeros.

In Dungeons & Dragons encounter design, there's a consideration most DMs have to take into account called the action economy. Essentially, whichever side has more players on the board—more actions to spend—will have a major advantage. Even if you're up against a bunch of mooks, you're still in danger if you're sufficiently outnumbered.

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Harvey Randall
Staff Writer

Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.

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