![]() ![]() A work friend who, we were just trying to, just started hanging out a little bit. Most everybody else was a, you know, an acquaintance. Me and Taliesin have known each other for years and me and Marisha began dating. And you can't help but have it impact your friendships.Īnd when we started this game, I was loosely friends with most of the people involved, and close friends with a handful. When you've played enough to the point, it's like you were all there and you've been through this transformative journey together. ?" You know, it's always you and me, it's never when this character or your cleric did that necessarily, you know. You talk to your friends like, "Remember that time that we were trying to jump across that bridge and it was collapsing beneath us, but you pulled out that rope. Not you playing a game, not this character existed. And you know the insides and out of how they react to scenarios and how to prepare to best support each other.Īnd at the end of any major story, you can't help but come out of there with the memory, the visceral memory, of actually being immersed in the story. You're building relationships where you learn each other's strengths and weaknesses, both as people and as characters. I mean, the experience of playing role playing game is the best team building exercise. And a lot of that has to do with the fact that. I mean, most of my closest friends I've ever had, are people that I gamed with. Anybody who's played a role playing game for an extended period of time can attest to the fact that you forge friendships and relationships at the table where you play these game, stronger than most. I can only assume that makes people a lot closer. Todd Kenreck: Your relationships with these friends of yours has to have irrevocably changed, because you see each on a regular basis and you're creating this show, for four years. ![]() As a writer it's a very surreal experience to be building a world and building a story that you have to wait to see how it plays out, before you continue the next major beat. I hope to kind of weave those into the narrative in the future, and if they succeed or if they fail, those will definitely have impact on the next adventure they play. I've had people ask, like, "Exactly when is the next campaign?" I'm like, "I have some ideas and, you know, they shift based on what I'm building, preparing." But it'll be about a generation later, and many of the decisions they've made, many of the things that they've done, will have some impact on how the world has progressed since then. Matthew Mercer: The next campaign is going to be same universe, probably a different place in the world, but a generation later. Todd Kenreck: And do you know anything about the next campaign? Same universe? A new universe? ![]() And at the same time, I'm really excited to see what new adventures, what new stories and new relationships we get to forge with the next campaign. I'm looking forward to being able to send this story off, in a way that's fitting, and give the love to it that we have to this campaign, regardless of how it ends. I've sobbed multiple times today, just looking at the community reactions online and how many people are excited for this, beyond just us. you know, pushing on five years with the same people, with the same characters, with this world that's become something so much larger than our home game. Because you know there is an end coming, but you're excited to able to finish that story and send it off. And even that, being able to finish the narrative, is a wonderful and strangely sorrowful thing. I've only been able to really complete one other campaign and that was a two-year Expedition to Ravenloft campaign. I talked to him about this campaign, friendships, and what it feels like to say goodbye. Todd Kenreck: Matthew Mercer and Critical Role have had a dramatic impact on the D&D community. Phandelver and Below: The Shattered ObeliskĬritical Role's Matthew Mercer on saying goodbye, but not yet Mordenkainen Presents: Monsters of the Multiverse
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