
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.