Hello folks, and welcome back to Wrong Every Time. Today I’m delighted to be diving back into The Legend of Vox Machina, and seeing how our ragtag heroes are faring in the wake of their battle with an active volcano. Keyleth’s literal trial by fire proved an excellent vehicle for improving her confidence, with the distinctions in form between this task and the Briarwoods arc demonstrating the importance of tailoring your conflicts to the players they’re prioritizing.
Percy’s trial spanned a full arc, involved a massive amount of active roleplaying, and resolved in more of an emotional victory than a tangible, mechanical one: an ambitious demand for any player, and thus a challenge that could only be set before a particularly confident one. In contrast, Keyleth’s victory was more sidequest than main arc, its challenges mostly involved performing well in combat, and its conclusion was marked by the super-tangible awarding of fire mastery, all choices better-suited to a player who needs some encouragement, and perhaps doesn’t want to be put on the spot for big speeches. You can theoretically apply a generic adventure to any party, but the best adventures involve meeting your players where they’re most comfortable, and giving them the tools needed to shine in their own way.
Well, that’s the theory, anyway. I’ve been doing my best to apply that logic to my own campaign: my lore-focused player has been deeply integrated into the political tides of the region, my mechanics-focused player has been given lots of flexible combat abilities to express himself with, and my shy player has been afforded more skill-based abilities so they don’t have to roleplay as much. My only real problem at the moment is the player who thinks DnD is a comedy improv hour, and we’re, uh, working on that. But enough about me, let’s get back to Vox Machina!