Critical Role: The Ruined Sliver
August 3, 2020 2:26 PM - Season 2, Episode 104 - Subscribe

Seeking answers, the Mighty Nein continue to delve into forbidden areas of Rumblecusp in order to learn more about their powerful foe...
posted by nubs (5 comments total)
 
Oh man, this one was a rollercoaster. Started off serious, then there was the successful divine intervention (!!!) , then the early break due to giggled, and then just got incredibly awkward.

I actually haven't finished the episode yet because it was so uncomfortable to watch. I'm mostly on Marisha's side here - it was kind of awkward how quickly the roll for initiative came up (there wasn't an obvious reason why they'd have to go one at a time - other than an attack), she'd already been attacked when trying to say hi to spirits a few weeks ago, the island is filled with random shit trying to kill them . . . it didnt seem like it was supposed to be a friendly/persuasive encounter. I'm sure Matt was just trying to Voice of God and tell them that there wasn't anything else here, but it didn't really come off that way.

(I did like the turn undead, though - that was cute)
posted by dinty_moore at 4:04 PM on August 5, 2020


Yeah very awkward after the kind of blown encounter.. Matt is putting his thumb on the scale fairly heavily with that fallen sarcophagus.

It's tough when the magic circle gets a little broken.
posted by fleacircus at 8:51 AM on August 18


Oh god I didn't know it got awkwarder.
posted by fleacircus at 10:32 PM on August 18


Like I think the blame is at least 50% Mercer's. He didn't really present the ghosts as things that would the slightest bit be interested in negotiating or be controllable, not really capable of de-escalating themselves.

That's still kind of okay. Some things will be difficult to ally with, and a failure in this case is not really anybody's fault. But I feel like he really did force things in initiative fairly precipitously and that's just a little bit unfair.
posted by fleacircus at 11:07 PM on August 18


Yeah. . . this is something that I felt happened a little more often in the first campaign, but it's jarring to see it happen in the second. I also think it's totally okay for Mercer to have a bad day (not saying that anyone was saying otherwise, but it's almost nice to see from a 'how to GM' perspective, this is what it feels like when there's a mismatch between player and GM expectations).
posted by dinty_moore at 6:43 PM on August 19 [1 favorite]


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