Hello folks, and welcome back to Wrong Every Time. Today I am just pleased as punch to be returning to The Legend of Vox Machina, and continuing alongside the DnD-derived adventures of our intrepid heroes. The first season proved to be a delightful experience on the whole, with the party’s confidence as a unit seeming to echo its players’ growing confidence in guiding them, all leading up to a dynamite fusion of resolving player arcs and murder-rich visual theater.
That season also offered me plenty of food for thought regarding my own nascent dungeon mastering, though I’ve of course still got a long, long way to go. Humility established, I’m also quite proud to have completed the first act of my own campaign, having guided my players from unknown adventurers to local heroes of the realm, with a continent on the brink of war now stretched out before them. Having spent much of December and January plotting out upcoming quests, I’m eager to see how my players confound my expectations and muck up my best-laid efforts. We literally just conducted the first session of act two last week, so this seems like the perfect time to hop back into Vox Machina, and see how Mercer and his crew grapple with the peculiarities of this collaborative medium. Let’s get to it!