Hello folks, and welcome back to Wrong Every Time. Today I’m eager to continue exploring the second season of Vox Machina, as our intrepid warriors head to Vasselheim in search of new allies. Will they find the reinforcements they seek, and can any force of mere warriors hope to stand up to the might of the Chroma Conclave!? If the laws of satisfying DnD experiences are to be obeyed, then “yes, obviously,” but I’m grateful to Mercer for setting up such a seemingly implacable foe.
Frankly, this season’s dramatic opening sequence is making me feel a little regretful about not destroying my own campaign’s main city, and merely subjecting it to an attack that saw its rulers killed and towers toppled. If my players are going to believe the whole world is in peril, I should at least be willing to destroy one city to prove it, right? But that’s just the sort of insight I love from this show, as it and I grapple with the perpetual negotiations of player satisfaction versus dramatic necessity, agency versus narrative focus, and all the other unresolvable contradictions that make DnD so interesting, so ambiguous and alive. Let’s sally forth to Vasselheim, as we continue to explore The Legend of Vox Machina!