Hello folks, and welcome back to Wrong Every Time. Today I’m eager to dive back into the adventures of Vox Machina, who most recently secured a fresh vestige for Vex in their search for fantastical superweapons. The vestiges have so far proven a highly efficient binding agent for Vox Machina’s rambling journeys; not only do they give the group a Dragon Ball-style incentive to explore this world’s diverse landscapes, they also serve as a natural fusion of narrative drama and mechanical payoff, with each victory offering the tangible reward of a character-specific signature weapon in the wake of that character resolving some aspect of their emotional journey.
Last episode concluded one of those trials while setting the stage for another; Vex has now asserted her value outside of her father’s recognition, while Grog is on the way to answering the question “what does strength mean in the absence of physical power?” Mercer’s setup is so convenient that I’ll probably be stealing it for my next campaign (except maybe hunting down unique enemies instead of weapons?) – as for my current campaign, I’m happy to report that my Bridge Over the River Kwai mission went over fabulously. My players successfully infiltrated a city under occupation, met up with an old ally to discuss strategies (I basically stole the Inglorious Basterds bar scene for that), and then sabotaged a critical bridge while riding off into the sunset. It’s a little hard to schedule sessions with all of us scattered in temporary lodgings, but I’m determined to carry this campaign through to the end. In the meantime, let’s see what nonsense Grog and the gang are getting up to!