Critical Role Campaign 4's latest episode proves there's benefits to an urban D&D adventure

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
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