tl;dr A slow-moving cookie-cutter episode with a few cool combat moves, but not a lot of original action. Three combat scenes, which are fine, and two to three shop haggling scenes, which are interminable. This is a skippable episode unless you really hate gnolls.
Continue reading “Critical Role: Campaign 2 — The Howling Mines”
tl;dr The party moves on from their first mystery arc to life on the open road. Amidst maybe a little too much camping-and-carting logistics, the team has some interesting exposition, dream visions, and aesthetic encounters. The session’s final battle comes out of nowhere but manages to be interesting and complex as only D&D combat can be.
Continue reading “Critical Role: Campaign 2 — The Open Road”
tl;dr Long and theatrical first episode with a massive number of party members and way too many world-building details to keep track of. The PCs are interesting and well-played, maybe a little heavy on the tieflings, but the colour seems to depend more on improv chops than collaborative world-building skills. GMing this show seems exhausting.
Continue reading “Critical Role: Campaign 2 – Curious Beginnings”