The latest Critical Role episode makes me crave a city campaign
Critical Role started Campaign 4 shortly after the harrowing death of Thjazi Fang, a rebellious hero whose actions touched the lives of 13 different players within the orcish city of Dol-Makjar. After Dungeon Master Brennan Lee Mulligan set the scene for both Critters and the campaign’s players in a four-episode overture, players were split into three tables and Soldiers and Seekers went away, while the Schemers stayed behind.
Now, reunited at last in Dol-Makjar, I’ve come to a startling realization: While I enjoyed the more traditional adventuring style of the Seekers and the Soldiers, who went around Timmony and Tannesar kicking butts and exploring dungeons, I have mostly enjoyed the time spent with the Schemers, who never left the city.
[Ed. note: This article contains minor spoilers for Critical Role Campaign 4 episode 27, “Complicated Questions.”]
Throughout the beginning of Campaign 4, Mulligan’s three tables of Soldiers, Seekers, and Schemers worked best for both practical and story reasons. By taking a West-Marches-style approach, Campaign 4 enabled the story to follow different paths at the same time, while the players' choices would sooner or later reverberate across the other tables. It also displayed different playing styles.
Some tables........
