Hello folks, and welcome back to Wrong Every Time. Today I’m eager to check back in on the adventures of The Mighty Nein, who as of yet mostly don’t actually know of each other’s existence. Critical Role have taken an exceedingly bold approach to adapting their second long-form campaign, revising and restructuring in order to better fit their stories to this animated format. As such, we haven’t actually reached The Mighty Nein’s original first episode yet, and have instead been documenting the group’s individual adventures across Wildemount, as they circle and converge in the leadup to their fateful union.
And personally, I’ve been absolutely loving the changes. It’s certainly harder to critique this season in terms of direct reflections on its DnD-rooted dynamics, but that is itself a great sign, an indicator that the production team are less interested in animating precise tabletop sequences than in taking the raw material of the Mighty Nein and reconstructing it into its most satisfying, visual drama-native form. Tabletop campaigns have many virtues, but polished narrative coherence is generally not one of them; the format inherently resists the sort of dramatic inevitability that defines traditional fiction, encompassing a lot of circling and getting sidetracked and general reveling in the off-kilter indulgences of collaborative storytelling. Nonetheless, there is the seed of a powerful traditional narrative in the arcs, bonds, and conflicts of the Mighty Nein, and it is clear this production team is determined to make it flourish. Let’s see how our heroes fair as we return to the table!