Hello folks, and welcome back to Wrong Every Time. Today I’m eager to return to The Legend of Vox Machina, and perhaps glean another tip or two to carry back to my own tabletop misadventures. To be honest, things have actually been moving quite smoothly in my campaign; we reached my invented capital city a few sessions ago, and the players have since then been having a great time exploring this playground of bounties, quests, and colosseum challenges I’ve built for them. I’m too much of a narrative-minded guy and too poor at improvising to provide a truly open-ended sandbox, but I think we’ve hit a good compromise between freedom and guide rails, and my individual encounter design sensibilities are improving all the time.
As for the hapless members of Vox Machina, we last left off on a moment of shocking betrayal, as Cassandra sided with the Briarwoods over her long-lost brother. It seems beyond question that this is in some part a result of the Briarwoods’ foul sorceries, but it’s nonetheless a bold play by Mercer. Within the list of Possible Complications offered in the Dungeon Master’s Guide, “the party is betrayed by a former ally” is the only entry complimented by “(use this one sparingly)”, and for good reason – if the party begins to believe they can’t trust any of the characters around them, or that established characterization might be reversed at a whim, their investment in the world will drop precipitously. That’s obviously not going to be a problem with a committed group like this, but it’s an example of a conceit where exploiting it simply to increase dramatic volume might actually provoke the opposite effect. Player investment in non-player characters is hard-earned, so think twice before you betray that trust!
Alright, that’s more than enough narrative design preamble. Let’s get back to the action!