Hello folks, and welcome the heck back to Wrong Every Time. Today I am eager to dive back into The Legend of Vox Machina, and follow up on the chilling conclusion of last episode. After over half a season of gradually nurturing the “Grog is wielding a cursed sword” narrative, all those bad dreams and grim portents were finally paid off, with Grog stabbing right through his best buddy Pike. And with a member of the Chroma Conclave literally breathing (acid) down their necks, Keyleth was forced to cast a hasty teleportation spell, leaving our heroes stranded across multiple realms.
All that made for some delightfully crunchy mechanical drama, and I’m eager to see how these smaller sub-parties illustrate their unique relational dynamics. Though splitting the party can be risky, Mercer’s players are clearly perfectly comfortable riffing off each other in smaller groups – and at this point, I’ve gained enough experience as a DM myself to appreciate just how much flexibility splitting the group provides, as well as its potential for letting individual players shine. Two sessions ago, my team conducted a heist that involved an interrogation on one floor, an infiltration on another, and a charismatic distraction on a third, and it was probably one of the best sessions we’ve ever had. As it turns out, structural ambition is only really limited by confidence – if you can keep the flow going and make sure everyone’s engaged, there’s no limit to what stories you can construct. I’m eager to steal more of Mercer’s excellent ideas, so let’s see what drama’s cooking in the Fey Realm!