#percy coming back is already pretty significant and considering their deaths happened within episodes of each other
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somewhatsentientspellbook · 1 month ago
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Look. Look look look.
I was saddened by Percy's death, obviously, but it didn't hit me overly hard because I was expecting it the entire time I was watching E7. Damn episode is literally called Cloak and Dagger and had all the telltale signs of an impending character death (looking at you, score-less scenes and death-flag dialogue)
But KASHAW? Fucking KASH? They killed HIM off? That was the scene that brought me to tears. What the FUCK do you MEAN the loveable asshole is DEAD? That he got SQUASHED like a BUG by Thordak and joined the Matron's side?
He and Zahra were supposed to have a lovely cameo each season where we got to see their relationship progressing alongside the others! They were meant to end the show happy and healthy, joking with Vex and Vax about how twins run in Zahra's family!
I kinda desperately want Kash to be given a resurrection. Let Vox Machina repay him for his help in bringing Vex back last season! Let Zahra and him build their family together! Let me know some peace!
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pagerunner-j · 6 years ago
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Before I begin, the obligatory disclaimer: the following is a bit of a feelings dump, and it’s more personal than I meant to get, especially since I’d intended to avoid posting personal stuff here at all. When I say “please don’t reblog,” I mean “PLEASE LISTEN THIS TIME AND DON’T REBLOG.”
But there’s a lot I’m trying to process about last night’s story, the friction between narrative and game mechanics, and the emotional repercussions of this sort of scenario. It’s been a long build-up that all kind of came to a head for me last night. Ergo, this post.
To give proper context, though, I need to back up a bit to the first campaign and explain why Percy’s second death, brief as it may have been, was ultimately worse for me than the first.
2017 did not start well. One January day I got a call from my audibly ill father saying that both he and my mother were in the emergency room. She’d been admitted for congestive heart failure. He was diagnosed within the day with what turned out to be stage 4 colon cancer. He’d been avoiding appointments, ignoring symptoms, and putting off the inevitable, until the doctors went in only to find that the tumors had spread to the point that there was nothing they could do. I still have a clearer mental image than I’d like of my dad’s scars, along with bags and tubes hanging out because what was left of his system couldn’t do its job anymore. They stitched him back up as neatly as they could, but there was no fixing the real damage. It was done.
I didn’t have much room to breathe for quite a while. My life was pretty much consumed with trying to figure out how the hell to handle any of this. I did manage, for better or for worse, to keep carving out a little bit of time each week to watch Critical Role, because I needed something good to think about while everything else was falling apart.
Unfortunately for me, it took less than two weeks between the day all that began and the final battle with Raishan.
I was braced for possible bad outcomes, considering the severity of the fight, but what I wasn’t prepared for was for someone to get felled in a way that was basically mundane. Sure, it was a dragon that did it, so much of the situation was fantastical: an enormous mythical monster, and a swipe of larger-than-life claws. But what I had to deal with, because it was, of course, described in detail, was an evisceration. It was, to be blunt, my favorite character getting his guts ripped out. And because Pat had to go and up that ante, writer that he is, I found myself sitting numbly through a scene afterward of Kerrek beside Percy’s body, trying uselessly to put the ruined mess back together.
I still can’t think about that scene without feeling sick. I couldn’t even feel properly relieved when Percy got revived. I wanted to. Obviously I was glad that he was there for the rest of the campaign, because I wanted to see his story find a less abrupt end. I just didn’t feel any better about the idea that well, sure, he got a magic fix. It just kind of ended up spotlighting the futility of what I was staring down.
My dad died in May that year, on a Thursday night. I got home very late after hours of trying to deal with things, and found myself alone, overwhelmed and unsure what to do with myself. For lack of anything else better to do, I pulled up that night’s VOD. I couldn’t really focus on it; I kept drifting out and only sort of coming back to. I let the episode keep running for a while, though, at least wanting some friendly voices to listen to.
Then I realized what everyone was doing, and I looked at the timestamp, and I counted backwards. And I froze.
While the party was playacting at speaking with the dead, I was sitting in a hospice room listening to my father pleading with us to let him go.
I only got a few seconds further in before I stopped the video and turned away.
Despite the fact that I’ve watched almost everything Critical Role has ever done, I still have no idea how that episode ends.
After all this I went in for my own medical tests, since my own heretofore-handwaved-by-my-doctors health concerns suddenly seemed more pressing. It turns out, unsurprisingly, I inherited all the fun stuff. Fortunately, none of the growths were cancerous yet, because at least my unfortunate genetic legacy is something that, with proper screenings and care, it’s possible to stay ahead of. But I was told they’d need me to come in in another six months, and probably every year after that forever — or until something finally goes nuclear, whichever comes first.
Guess we’ll see.
My shorter term problems were enough to deal with on their own. The day after the test, I found out I was losing my health insurance. Two days later I found out I was losing my job. Everything since has basically been trying to patch things together from scraps. Sometimes things are sort of okay. Sometimes it’s a bottomless pit of uncertainty. Obviously, nothing in the wider world has exactly improved since, either. In sum total: fun times, especially considering I was already struggling with severe anxiety before all this began.
I wasn’t really sure how to emotionally process the ratcheting stakes in Critical Role at that point either. When you’re still watching the show because you need a breather from months of continual crisis, but your beloved characters are facing down things like, oh, a dread god and the very real possibility of everything going straight to hell, it’s…not exactly something you can turn to for relief, per se. I kept on going, because the bright spots were still so good, but I can’t exactly say I was enjoying myself for significant parts of the run, either. It was also where I started to feel a very real frustration with D&D and the inherent capriciousness that can creep in.
In short, I desperately, desperately did not want this battle to go wrong. I didn’t want to have to face a story that I’d become so invested in going completely south not because it necessarily made narrative sense, but because the dice (as they always have the opportunity to do) said “fuck you.” Yes, the feeling was probably more selfish on my part than anything else. But I still hope it’s understandable for emotional reasons, and it also got me thinking again about the entire logic of “that’s just how the game works,” and how far you can run with that before you finally trip and hurt yourself.
I’ve always had problems with a few common things in game design. One of them — usually less of a problem when we’re talking about high-level D&D, although it can still surprise you — is when things arbitrarily become harder in the game than they would be in real life. (Floor/jumping puzzles in video games where you can’t step diagonally For Reasons, I’m looking at you.) Another is any kind of gameplay mechanic that robs you of your turn or otherwise puts you out of play. Varying degrees of success or failure is one thing, but I could never understand what’s ever fun about being stopped from participating in the thing you’ve come to do. Still, one way or another, there are so many ways for that to happen. Failed dice rolls, getting stunned or disabled, outright death: there are so, so many ways.
And it’s one thing if that’s happening during the course of, say, an everyday board game, but it feels different if it starts changing the course of a full-blown story.
Part of this is the editor in me talking (who will have words with me about this post, I’m sure), because she has Opinions about it all. She always wants to keep the story on track, not go off on useless tangents, and not drop things without getting proper resolution. She’s big on structure and pacing, suspicious of too much chaos. She does not get along well with D&D. This isn’t to say that this forms the entirety of my opinion, mind; I can still appreciate the way the game works, and the fact that so many interesting and unexpected things can be born entirely because of the random element, improvisation, and decisions you have to make in the moment. But dropped threads, unfinished plots, interrupted ideas, the things that get lost, or the characters that do…those can end up haunting me.
Honestly, and this is probably always going to be a fundamental disconnect between me and any D&D game: I’ve discovered both through watching CR and playing the game a bit myself that I don’t really care about the game as much of anything except as a skeleton for storytelling. If it supports the narrative, if it gives structure, if it enables activities, if it provides opportunities for play, I’m all for it. If it yanks the rug out from under you just because, again, the dice decided to say “fuck you,” or the rules get weird, or there’s something else that just doesn’t mesh between player and scenario and/or DM, I have a harder time with it.
And it’s crushing when stories I care about collapse or turn sour because the game says so, and for reasons that feel almost cruelly arbitrary — particularly when I’m getting more than enough of that in real life.
So for CR, the ending of campaign 1 was an exercise in protracted anxiety. I was in a space where I needed something to work out, but even the entertainment I’d been turning to was becoming dangerously precarious. Wasn’t the best feeling.
In the end, luckily, it ended about as well as it could have: not without consequence, but without everything crashing down. I felt relieved, and satisfied, and glad we got a chance for resolution with the characters we’d been following for months. If anyone had to permadie, the character who was already bound to the goddess of death was not a shocker, and in many ways it’s the kindest choice; he got more resolution than any human being in the real world ever will. It barely even registered as a sad ending. I envied him, really.
I’ve watched far worse go down.
Meanwhlie, i was also thinking that even though it would be tough to say goodbye to these characters, it could also be a refreshing reset. We’d get new characters needing to find out who they are, what they want, what they’re good at, how to relate to each other, how to begin. Smaller stories, with not everything having to be about the END OF THE WORLD (again). Lower stakes. I was fine with the idea of lower stakes for a while, and less threat of impending death and pain.
Well. Like I said. It was an idea.
That brings me around to Molly, and to story decisions and gameplay decisions that both broke my heart seven ways from goddamn Sunday.
It took me a while to come at this part, because it took some time for the thought to crystallize that I wasn’t only reacting to the rolls of the dice in last night’s scenario. That was part of it, absolutely. Luck is a thing, strategies work or don’t, fate is capricious. I wish that several things had played out very differently, and I’m especially upset that the way things fell out, it stopped a story in its tracks that had barely even started. (I’ll come back to that.) So the start of the thought was still game vs. narrative, and it’s part of why I wrote that whole run-up you just read.
That said, the more I poked at it, the more I got upset that we were playing out a scenario like this at all.
I was thinking aloud about this in another post, but to preface it a bit better: There’s an entire meta level to three players being gone last night that everyone knew about. I understand the impulse to avoid metagaming, but it also creates some odd situations, like everyone trying (and failing, because — yep — the dice said “fuck you”) to investigate the area and find out why their friends were gone. So we had to start with a big, clunky process of the characters figuring out what the audience and the cast already knew: that Matt had written Jester, Fjord, and Yasha out by having them get kidnapped. The story is streamlined enough. The gameplay around it, not so much.
But here’s what I got hung up on once it all sunk in: why did this have to be the story in the first place?
I’m not thrilled with how a situation that arose in real life because of pretty much the prototypical joyous event (i.e. a new baby) and something that had been mundane on the show until now (Ashley being away) got turned into a brutal story about a triple kidnapping and trafficking, which promptly resulted in a death. And it says a lot about the underlying plot they’re dealing with, which is not something I’m sure I’m willing to ride with much further. I’ve been leery for a while – starting off with mutterings about an evil god only a few episodes in put me on edge from the start – and then there’s the political unrest and the religious conflicts and people disappearing…it’s all going somewhere really unpleasant really fast.
It’s also derailed a story I wanted, which hurts like hell.
We’d barely even gotten to know Molly. Molly had barely even gotten to know Molly. We got tantalizing hints, and plenty of suggestions that there was more to discover — probably an entire character arc’s worth of material. And then…this. My inner editor? Yeah, she’s screaming with frustration. In any traditionally structured narrative, this would not have happened, because even if a death was in the cards, ether it would have been timed differently so that you could get further down the road with him, or if the character was always meant to die early, any decent edit would have trimmed out most of the details that suggested at things that never got payoff. But it’s D&D, and so it’s the push-pull at work: game vs. story, plus a(n un)healthy dose of “unavoidable meta circumstances vs. the apparent need for A: drama and B: to barrel right ahead into a crisis even though there were other choices that could have been made in the light of said meta circumstances.” And…here we are.
Here we are, with a dead character who should not, let’s be honest, be dead, and a story left hanging, and far fewer obvious options for fixing it than we had at any such crisis point in the previous campaign, and lots of miserable, hurt people.
One of them being me.
There’s a reason this shit hurts. Personally speaking, it would hurt even if I didn’t have over a year’s worth of unfortunate circumstances making narrative swerves like this even harder to take. It hurts because the story and the characters are so engaging, because they’re worth the investment, and, yes, because when things go wrong, sometimes they’re for reasons that make me want to flip a goddamn table. And yes, maybe it’s silly to get worked up when they might — might — be able to do something about it. But we can’t count on it, and so yes. It hurts. It hurts to have a source of joy becoming something else, especially when there were so many other options. It hurts to watch favorite characters get hurt and killed, yet still be expected to write it all off as “that’s just how the game works!”, as if having emotions about it is a weakness and to be scorned.
Honestly, I found myself screaming “FUCK THE GAME” aloud last night (and probably upsetting the neighbors), which sums my feelings up succinctly enough that I should have started right there. :\
But…again, here we are, and here I am, struggling with feeling hurt and sad and exhausted with so many things veering toward pain again when I was hoping for something different, and writing big long word-vomits of posts about it.
Because D&D.
(Memo to Editor Brain: I’m tired, and I’m not going to give you another three hours to edit this post into something more manageable, so you will just have to cope. Not everything or everyone gets good endings anyway. Apparently.)
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