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PC Gamer
PC Gamer
Harvey Randall

Critical Role's 4-episode overture had me clenching my cheeks through some of the most intense D&D I've ever seen, and I'm not convinced I'll be surviving Campaign 4

Matthew Mercer and Alexander Ward stare, frightened, during Critical Role Campaign 4's fourth episode.

Running an actual play is hard—especially one with the weight and heft of Critical Role. Originally a crapshoot by Geek & Sundry to see if folks wanted to watch voice actors play Dungeons & Dragons, Critical Role is now a small media empire. We're talking multiple animated series, entirely new systems. It is, to put it plainly, a bunch of pressure to play D&D in front of its now-sizeable crowd.

Which is part of why Campaign 4 has impressed me so thoroughly so far, because it's not staring down the barrel of that loaded gun with anything other than manic glee. A new DM, 13 players, a West-Marches style structure and—concluding (for the most part) on this Thursday—a 4-episode overture that's the mother of all session zeros.

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