Fall 2025 – Week 5 in Review

Hello folks, and welcome back to Wrong Every Time. Alongside the week’s usual scattering of films and videogames (in spite of my grumbling, I am still bashing my head against Hades 2), this week saw us screening the first three episodes of Critical Role’s fourth campaign, which trades out their usual DM Matt Mercer for Dimension 20’s Brennan Lee Mulligan, alongside essentially doubling the table size to a total of thirteen rotating players. All of this sounded like it might amplify the inherently confusing, unwieldy nature of Critical Role’s live sessions, but the results have been astonishing; to be honest, this campaign has so far been the most compelling D&D project I’ve ever witnessed.

Mulligan’s strategy of breaking his sessions into concrete scenes has made for a far more propulsive, coherent ride than the CR standard, the world they are revealing feels substantive, lived-in, and rich in thematic implications, and the cast are inhabiting a dynamite array of characters, successfully rallying back from the “everyone’s trying to be Jester” doldrums of campaign three. Mulligan’s influence and the cast’s clear renewed enthusiasm have turned Critical Role into genuine appointment television, and if you’ve never seen a live play before, I’d say this is a fine chance to see what peak performance looks like. Regardless, I have of course made time for more of our regularly scheduled movie screenings, so let’s break down some films in the Week in Review!

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The Legend of Vox Machina S3 – Episode 9

Hello folks, and welcome back to Wrong Every Time. Today we’re returning to Vox Machina in a moment of absolute catastrophe, which seems at this point to be the default state of our luckless party. Percival has straight-up died, which I must confess I never saw coming. Character death is the most extreme dramatic tool in the entire DnD kit, and as I’ve said in the past, more often tends to be narratively destructive than useful. Sure, you can always roll a new character, but that character won’t have the same connection to the campaign as your deceased hero, and premature character death can leave someone’s personal arc awkwardly unfulfilled. These issues can be mitigated through effective DM-player discussion (or ignored, if you’re just a bunch of interchangeable murder hobos), but nonetheless make character death a naturally fraught, generally discouraged possibility.

Beyond that, the team have also at last gathered their allies and sprung their trap on Thordak, only to learn that his trap involved manipulating their trap, thanks to that dastardly double agent Raishan. As such, their hard-won allies are now cooking in dragonfire while they assess a newly sealed secret entrance, having gambled their hopes on a dragon’s loyalty. It’s a fairly sticky situation!

As for my own DnD adventures, we went through a bit of a hibernation period over the end of the year, but that left me plenty of time to construct my next major questline. Having mostly written straightforward adventures that are pretty close to linear roller coasters, I decided to push myself to write something more open-ended, which resulted in the creation of a frontier town packed with four different intersecting subquests, culminating in a Seven Samurai-style town defense bringing all those subquests’ characters back into play. As a storytelling perfectionist who overwrites everything, I fear I may have simply created a different kind of linear narrative with lots of linking steps, but I’m doing my best to facilitate more unscripted, emergent drama, and I’m eager to see how this experiment plays out. Anyway, enough about me – let’s get back to the dragon fight!

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