Hello folks, and welcome back to Wrong Every Time. Today I’m eager to return to The Legend of Vox Machina, and see how our heroes are fairing in their quest to regain the important magic doohickeys. From a point of initially, emphatically demonstrating that Vox Machina lack the strength to fight these dragons, Mercer has steadily guided the party from “we need to gather an army” (Whitestone) to “no army is willing to assist you” (Vasselheim) to “only the Vestiges of Divergence can stop these dragons” (Slayer’s Take). By splitting these directives among multiple characters and separating them by travel and trials, he’s effectively masked the inevitability of this quest, arriving at that sweet alchemy of the players collectively “choosing” to do the only thing you had written out for them anyway.
It’s a good thing I’m taking notes, as I’m at roughly the same point in my own players’ campaign. Just a few hours after I write this article, we’ll be conducting our second session since picking back up, wherein I plan to guide my party through a destroyed city and into a riff on Seven Samurai. I’m not sure my party’s feeling quite the same sense of urgency as Vox Machina, so I’m eager to see how Mercer maintains momentum and perspective as the gang wanders off on this new adventure. Let’s get to it!