Imagine giving your boyfriend, Dr. Ratio a rubber duck that looks like him as a joke. He does make a comment saying it's idiotic, but he actually keeps it in his bathtub. Every time he looks at it while he's bathing, it makes him feel a warmth in his chest because it's a personalized gift you got just for him. You notice it hanging on the side of the tub the next time you bathe with him and tease him for it. "Hm. I guess it wasn't that idiotic of a present since you kept it in one of your most sacred places." He just ignores your teasing and continues reading his book.
The next time you two decided to take a bath together to relax, you notice another rubber duckie next to the one you gifted him and it looks just like you. You make a comment on it and he's nonchalant about it. His reasoning being "It seemed fitting that you should have one as well since we usually bathe together". All you can do is blush, taken by surprise from his words. He notices this and smirks. "What's wrong dear? Too shy to give one of your teasing remark?" All you can do is look away, moving back to lay on his chest. You quietly say, "It's cute." He slightly chuckles, a fond look graces his features. He wraps his arm around you, bringing you closer into him and rests his face into your hair, leaving a faint kiss to the crown of your head.
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Y'know, I think I figured out why the Hells still feel like a new low-level party to me, even though they're level 13 and almost 100 episodes in.
I don't quite think it's the lack of conversations, or the fact half the party's plot hooks are big ties to past campaigns - though that definitely plays a part.
... Bell's Hells still primarily rely on quest givers.
Most of their goals are given to them and do not feel organic to the party, and constantly remind us that the Hells are pretty much never the most powerful people in the room. Which is usually something you see with a low-level party.
NPCs offering jobs is not a bad thing; it's a very common plot hook. Matt has been extremely skilled with using NPC quest givers in those two campaigns. Not only do they provide an obvious plot thread, but they can put the party in the path of others (say, the Nein running into the Iron Shepherds while doing a job for the Gentleman and everything that came of that). And the Hells had a solid start with it too - Eshteross was an excellent quest giver!
The problem is that Bell's Hells have never really not had a quest giver.
Maybe it's a byproduct of the more plot-heavy structure of this campaign? But while prior parties have felt like they decided on their course of action and what they prioritized, Bell's Hells feels less like level 13 (13! Level 13!) experienced adventurers and more like an MMO group clicking on the exclamation point over an NPC's head. Where does the plot demand we go next? Who do we report back to?
They're level 13.
At level 13, Vox Machina had just defeated a necromantic city-state to clear their name and Percy's conscience. And, you know, the Conclave just destroyed Emon. No one was explicitly telling the group to gather Vestiges and save the world (though Matt guided them there), and they were usually among the most powerful people in the room. They chose which Vestiges to prioritize, which dragons to tackle when, even if the over-all plot was pretty clear.
At level 13, the Mighty Nein were celebrating Traveler Con (another PC goal, I'll note) after brokering peace between two nations, accidentally becoming pirates and heroes of the Dynasty. The Nein regularly chose what to do based on personal goals, not grand ones. Though definitely smaller fish than Vox Machina at this level, they were very independent and gaining solid political clout.
While we're at it: level 13 is one level lower than the Ring of Brass, who had a huge amount of sway over Avalir. They ended the world, and also saved it, while in the grand scheme of things being only a smidge more powerful than Bell's Hells are now.
Can you really see the Hells wielding that amount of influence, when they're constantly being told what to do next?
The god-eater might be unleashed, so Bell's Hells have no time to do anything but what is asked of them. No time for therapy unless stolen from Feywild time, no travel on foot and late-night watches. They haven't even had time to grieve FCG. Percy was grieved in the middle of the Conclave arc. Molly was grieved when half the party was still in irons.
Matt is in the very unfortunate spot of not being able to give the Hells the same agency as the other two parties. Not only because of the world-ending plot introduced so early on; they are surrounded by characters they know (and the cast knows) are stronger and wiser than them - the familiarity of the past PCs and NPCs is to their disadvantage.
Why would the party reasonably ignore Keyleth's task that will help save the world and go off on a romp? Why would the cast when they know well Keyleth has to be sensible and with the best intentions in mind? The stakes are just too high.
It means that the Hells still feel like they're running errands instead of pursuing their own destiny. Their accomplishments are diminished as just being parts of a to-do list, and any stakes feel padded by several level 20 PCs/NPCs standing 5 steps away ready to catch them.
This isn't Bell's Hell's fault, nor is it Matt's. It could be amended, I think, if the Hells are really left to their own devices for a long period of time without support and shortcuts (like during the party split)... which would be really tricky to pull off at this point in the campaign.
They're level 13. They're big fish, but they're stuck in a pond full of friendly sharks, so they don't feel big at all.
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Willow and the Dragon Girl, first official art? Yes I think so!
These are all the main characters you'll see and interact with in the game. <3
From Left to Right, Bottom to Top:
Spaniel, Fresh, Bug Girl, Dragon Girl, Willow, Snowshoe, Bellis and Neon!
You get to play Willow, a girl playing the hero of her story, to fight and defeat the evil Dragon girl! Go to the outskirts of town where the big kids hang out, and begin your journey to save the world!
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One thing I really love about Marcille is that despite her deep fear of outliving her loved ones, she never, never let's it get in the way of her making bonds and getting close to people. She loves deeply and strongly and she doesn't try to supress that! She embraces it wholeheartedly! Her friends are so important to her and she's not ashamed or scared of it!
Actually, out of all the characters, I'd say Marcille is one of the ones who care the most about bonds of friendship. She's angry at Namari for leaving after Falin got eaten and holds that grudge up until Namari helps defeat the Undine (and therefore having 'proven' herself). She's shocked and upset when Chilchuck explains his policy of payment and that he's not really here bc of friendship. She puts a lot of focus on the party being a Group Of Friends rather than a team of hired hands dedicated to the specific role(s) they are paid for. Which of course makes sense since she joined the party to begin with because of her friend! To her, the party has always been 'Falin and her brothers' friend group' rather than a hired party. (A little reminder: Marcille was the most recent member when the story starts. She never met the previous members who left so the team of Laios, Falin, Chilchuck, Namari and 'Shuro' is what she's always known it as.)
When she becomes dungeon lord, the thing that manages to snap her out of the Winged Lions grasp is the earnest care and love her party is showing her. Literally 'power of friendship'ed their way through the Lions hold and gave her her clarity of mind back.
And!!!! At the end of the feast right before they're about to attempt to revive Falin again, she says!!! this!!!!
She's ready to accept that Falin might not come back, even after everything. The entire story she's been running away from death, from having to outlive her loved ones (in this case: Falin). But here she is, ready to let her stay dead if this last attempt doesn't work.
And it's not giving up. It's realizing that she did all she could, and that it's okay. Because she still got to meet and be friends with Falin. That time with her might be just a speck in the length of life Marcille will have to live still, but it still happened and that's what matters.
It's not about escaping death; it's about cherising the moments before it.
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