Hello folks, and welcome back to Wrong Every Time. Today I’m eager to dive back into Vox Machina, wherein Vax just received a grim premonition regarding some world-ending calamity. With the continent already beset by a horde of dragons, adding some additional apocalyptic threat just seems like poor sportsmanship, but I’m sure Mercer’s got a plan here. Either way, last episode also provided plenty of useful lessons regarding both hiding the inevitability of a conflict that’s largely on rails, as well as splitting the party between two simultaneous conflicts, so I still had plenty to munch on.
As for my own campaign, I am happy to report that we’ve had two outstanding sessions since last I checked in, as my party journeyed west to gather allies for their own calamitous conflict. The first session was a uniquely tricky one, as it involved the party stopping by the family estate of one of my player characters, thus necessitating a fair amount of side prep with that player. I was worried introducing a whole family at once would be too busy and that some characters would get lost in the shuffle, but the event turned out to be a total hit, and we actually ended up running long just because people wanted to see the ending. I think I’m generally getting a better handle on the exact degree of prep writing necessary to smoothly direct a quest, and am thus able to channel all my energy into crafting atmosphere within the moment, making my prepped work land with that much more impact. But I’ve rambled enough about my own efforts – Vox Machina have a quest to finish, and I’m eager to see them through it. Let’s hunt some dragons!