Critical Role | Matthew Mercer, Marisha Ray & Travis Willingham | Talks at Google

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[MUSIC PLAYING] SPEAKER 1: I want to jump in at the very start. How did "Critical Role," really begin? It grew out of the house game, but how did you take it from that to this massive digital entertainment conglomerate that you are now? MARISHA RAY: Oh, man, that's a big question. MATTHEW MERCER: I think we're still figuring that out. MARISHA RAY: Yeah. SPEAKER 1: Five words or less. MATTHEW MERCER: Felicia Day asked us to. That's how it started. We were just playing at home. I've been playing since high school. And I dragged this guy and a few other people who had never played before in for a one shot that turn into a home campaign for a couple of years. So in a conversation between Ashley Johnson and Felicia at a party, she mentioned this D&D game of voice actors and they were just ramping up their content on Geek & Sundry, and she went, why don't you guys do that on the network? And we went, what? People will watch us play D&D? No. TRAVIS WILLINGHAM: We were more skeptics than anything. We were like, nobody is going to watch this. We'll do it one time, like 15 people will watch. And we'll be like, OK, that was fun. MATTHEW MERCER: And even then, there was like some workshopping, because the initial idea was pre-Twitch. It was like, you guys will play the game for a bit. And then, for the boss fight, you jump into like the D&D video game. And I'm like, no. We just want to play our game. This is still our game. MARISHA RAY: Yeah, it was very hard describing to people who didn't really play "Dungeons and Dragons" how that completely broke "Dungeons and Dragons." And then eventually, when Twitch came around, it was just full live format. We're not changing anything about our game. And we're like, OK, that's pretty much the only way you could do this, but no one's going to watch four hours a week of D&D. TRAVIS WILLINGHAM: Little did they know. MATTHEW MERCER: And now we're here, so life is a strange scenario. TRAVIS WILLINGHAM: Yeah, for us as a company too, it's been sort of perpetual catch up, we always call it. We've always been taken by surprise at the fan reaction, the numbers, how it keeps growing, and how it expands into new things. So we've just tried to play catch up as it grows. Yeah, I got it. Have you got that? MATTHEW MERCER: I got it. TRAVIS WILLINGHAM: OK. Over here. I got this one over here. We got to bring people in for this. Yeah. MARISHA RAY: Well, and the Twitch algorithm is weird, not to out any of our friends a Twitch or anything. But when you only see the concurrent number of viewers watching at a time, that's a little hard to gauge how many people in total are actually aware in watching your show. So I think it wasn't until the first New York Comic Con that we went to and we ended up having a line around the block, and we were like-- TRAVIS WILLINGHAM: Oh, no. MARISHA RAY: Oh. I think more than 10,000 people watch our show. I don't think that's accurate, unless all 10,000 are here in New York City. So that took some time to get used to. TRAVIS WILLINGHAM: What was it? It was like a comic book store, and we're like oh, we'll just take the quarter front part of your store. And we'll sign some autographs for anybody that happens to come in. And it was out and around the corner and that cop came in. He's like, who's this for? What's this like for you? Who is this? And we're like, it's for us. We're "Critical Role." MARISHA RAY: We play "Dungeons and Dragons." TRAVIS WILLINGHAM: He's like what are you? [LAUGHING] MATTHEW MERCER: It's weird. SPEAKER 1: Speaking of playing catchup, as an LA commuter, the podcasts have been a lifesaver. MATTHEW MERCER: Good. So happy to hear that. SPEAKER 1: What's been the inspiration behind some of your newer offerings, "Handbooker Helper," "Between the Sheets," "All Work, No Play," what's been the driving force behind that? MARISHA RAY: When we first branched off and decided to do our own content, I broke down into a Venn diagram what made "Critical Role" intriguing and successful. And it's clearly not just because we're people playing "Dungeons and Dragons." There's a lot of D&D shows, and none of them have exploded in the way that "Critical Role" has. And so if one half is the fascinating piece of "Dungeons and Dragons," I think the other half is our relationships as friends. And we've known each other for so long. And being voice actors, we've gotten really good at the give and take of interpersonal relationships, both on stream and off stream. So I wanted to experiment with what people were engaged in. So we broke down the content into three categories, which was personality based, which is like "All Work, No Play" was pretty much straight personality based, gaming based, which is what "Handbooker Helper" is, and then kind of right down the middle with "Between the Sheets," we were talking a little bit about how we came into becoming storytellers as professionals. So it worked pretty well. We found that people are engaged in us as personalities. MATTHEW MERCER: Which is still weird. MARISHA RAY: Yeah. MATTHEW MERCER: I say this only because, I'm-- MARISHA RAY: It's interesting. MATTHEW MERCER: I have my own insecurities [INTERPOSING VOICES] TRAVIS WILLINGHAM: I heart you, Matt. MATTHEW MERCER: Oh, you're sweet. TRAVIS WILLINGHAM: I heart you. MATTHEW MERCER: But it's been a fascinating catchup to try and figure out why things have gone the way they have and breaking them down and then going, really? OK. Cool. MARISHA RAY: So it was kind of that-- so it was why does our content work? And then, the other later half of the goal, which is what do we want to do with our content? What is the goal of our content? And we discussed a lot as a company that our mission with "Critical Role," in general, is to tear down the barriers into storytelling, and to let everybody know that everyone can be a storyteller. There's a story behind all of us, and don't be afraid to get out there and tell these things, whether it's in your own personal "Dungeons and Dragons" group, whether it's fan fiction, whether you're trying to start a vlog yourself. Try to lower the barriers to entry. So that's where "Handbooker Helper" came from, was trying to not have people be so intimidated by the players handbook, and to just get people playing. MATTHEW MERCER: There's nothing harder than going to a bunch of people who have never played a role playing game, like I want to try out some D&D. Cool. Read this. [BOOM] TRAVIS WILLINGHAM: Yeah, I was out. I was out. uh-uh. I opened up like, wizard, and I was like, nope. Calculus-- nope. No, thanks. I want an axe. Can I hit things? Cool. Just tell me as we go along. That's all I need to know. I watched the "Handbooker Helper" videos and I'm like, oh. But three years-- MARISHA RAY: Six years later, yeah. [LAUGHING] SPEAKER 1: But, I mean, there's so many pictures. It's practically a picture book, really, like all of this player handbooks, you know? MATTHEW MERCER: Oh, straight up, yeah. This table is technically a picture, right? Technically. A very square, repeated picture with numbers. Travis? TRAVIS WILLINGHAM: No. SPEAKER 1: And Marisha, you were mentioning that all of this was about letting people tell their own stories and that's all nice, but was it really just a matter of getting Sam and Liam into a hot tub and recording that? Is that the main goal? [LAUGHING] MATTHEW MERCER: I mean, if we're being honest-- TRAVIS WILLINGHAM: Oh, you cut to the core of us. MARISHA RAY: What can I subject my friends to and say, oh, it's for production. People will love it. It's great. SPEAKER 1: Cool. So I want to touch on a little bit more of turning this home game into this internet phenomenon, and your own relationships with D&D as a game and as a system, almost. So how did each of you start playing D&D? What was your first introduction? TRAVIS WILLINGHAM: Well, I can say the first time I ever played was at Matt and Marisha's apartment for the very first game that we ever had. I had remembered hearing about D&D from people, other voice actors, like Gary Lowenthal, and Crispin Freeman. And when they talked about it, I was always really intrigued. From a video game perspective, there are open sandbox type games where you can go wherever you want to and engage in certain missions as you want, but you're still limited by whatever is programmed. And the first time that we played, I was very meek and timid. And Matt was asking me things like, what's your character's name? And I was like oh, shit. Uh-- Grog. And He was like, OK, Grog. What does your barbarian Goliath do? I was like, what do you mean? He was like, what's his back story? I was like, he makes fine leather boots. And he was like, OK. We'll get there. And later on in the game, when there was this intimidation moment with a tavern keep, he was like what do you do? And I was like, I mean, can I do it whatever I want? He goes, you can certainly try. And I just-- the first thing that came off my head and he just went with it and rolled with it, and I was like oh my-- oh my god, literally, anything that pops into my head, you will try and roll with. And so the limits off of like what you can try were just taken off. And that to me, was the real hook, the real drug. Because it was like, oh jeez, yeah, I'm not limited in any way. And I think I had never viewed "Dungeons and Dragons" in that way. And then came all the other things with the complex characters and the storylines and just keeping up with what everybody was doing in the game and how invested you become as more clay gets slapped on the sculpture. And so that's where I fell in love with it. I was like oh, man, I had a preset idea about what this book was and maybe how it was played because of what media, back in the '80s and '90s told us, and I was just wrong. MARISHA RAY: Both Travis and I were spoiled because Matthew Mercer was our first dungeon master. So that's hard to recover from. TRAVIS WILLINGHAM: Yeah, for real. You're Bey. Matt Mercer is Bey. MARISHA RAY: Yeah, I didn't get that into "Dungeons and Dragons" until I moved to Los Angeles. Because I'm from Kentucky and the satanic panic is still very much kind of a thing there. It basically eradicated D&D and now it's slowly coming back. MATTHEW MERCER: Don't do that. TRAVIS WILLINGHAM: Well, Kentucky, Texas, we got a Southern thing. It's-- [INTERPOSING VOICES] SPEAKER 1: I'm Missouri, so I'm down. TRAVIS WILLINGHAM: See there. Double woo. Slap hands. MARISHA RAY: But half of the country-- woo. And then I was deeply interested in trying. And we met through mutual friends. And just came to you one day, and we're like, can you-- can you run a game for us? And then after that, I went and did a few other games, but just kept coming back to Matt Mercer. TRAVIS WILLINGHAM: Dang it. MATTHEW MERCER: First one's free. MARISHA RAY: Free-- I was going to say, once you get a taste-- TRAVIS WILLINGHAM: Part of your master plan. MATTHEW MERCER: Exactly. I started in high school. I was a freshman and was just joining this anime video game club called the Popular Arts Club that I eventually became president of and met Sandra here, actually. The guys who were running it at the time were all these like track and field, like really fit, awesome kind of guys. And they're like, hey, Matt, want to play some D&D? I'm like, sure, what's that? Whatever. I'll do whatever you want. You guys are cool. TRAVIS WILLINGHAM: Is that homework? Am I doing it for you? What is it? MATTHEW MERCER: And so, they brought me into the game. And as soon as I started reading the books-- I'd seen some of the art and things, might have had kind of an interest, but never actually dove into it. And it just consumed me entirely. And so I built this really elaborate character and this whole theme. And I was so excited to play. And then I started playing with them. And they're great guys, terrible, terrible gamers. I love them to death, but it was really frustrating because I was the only one that seemed to be trying to push a story, and they were just like, I want roll high numbers and fool around. I remade Ryu as a warrior. I'm shooting Hadoukens. Let's go fight at an In and Out. I'm like, I don't-- what? Really? TRAVIS WILLINGHAM: At and In and Out? MATTHEW MERCER: Yeah, that happened. We traveled to modern day and went to an In and Out and had a burger and gained a level. TRAVIS WILLINGHAM: Oh no. MATTHEW MERCER: This is legitimately one of the sessions that happened. But I got frustrated and was like, I know this can be bigger. I know this can be better. So I left that game and started running my own, invited two of my good friends to play. And I've just been dungeon mastering ever since. And it's through that space with my friends that I've kind of come out of my shell as a person. I'd gotten enough nerve to start doing theater. I learned a lot about kind of honing my ability to be social as an awkward artist kid growing up. So I've been D&D, while you guys were fully formed human beings by that time it came around to you, for the most part. It was very much a proto experience for me to figure out who I wanted to be and take steps in that direction. So I'm very thankful for it. TRAVIS WILLINGHAM: OG. MATTHEW MERCER: Not as OG as some. [LAUGHS] I'm always like, yeah, I played, you know, back in the mid '90s. And then I meet guys at conventions that are really awesome and they're like, bitch, I've been playing since '73. And I'm like, yes, sir, whatever, sir. Respect. SPEAKER 1: Do you remember what all of your first characters where? We know Grog. MATTHEW MERCER: [INAUDIBLE] TRAVIS WILLINGHAM: Yeah. MARISHA RAY: I do. What was her name? She was a control ranger class. It was 4E. MATTHEW MERCER: Right, because it was fourth edition. MARISHA RAY: It was weird. I don't remember her name though. But I remember she was a-- wasn't she a drow? MATTHEW MERCER: She was a drow, yeah. MARISHA RAY: Yeah. Because everyone's first D&D character is always a drow ranger. TRAVIS WILLINGHAM: Mine wasn't. SPEAKER 1: [INAUDIBLE] good drow ranger. Did you also use two centaurs? MARISHA RAY: Probably. MATTHEW MERCER: A little panther with you. [LAUGHS] MARISHA RAY: Yeah. MATTHEW MERCER: I think my first character wizard was a wizard. But I imagined the visual of Gandalf with a sword in "Lord of the Rings." I'm like, I want a wizard that uses a sword. And so there was a militant wizard kit for second edition. And was I like, heck yeah. I'm going to be a wizard with a sword, so when I'm out of magic I can get to the front lines. That's a bad idea, by the way. Second edition wizards especially. You have like three hit points. You should not go to the front. And his name was Emeritus Trent, because I was a big Piers Anthony Xanth nerd growing up, and so I used that name. TRAVIS WILLINGHAM: Wow. MATTHEW MERCER: But classic story. He was a young, apprentice wizard, but his parents were mysteriously killed and he had-- you know, every other D&D character ever made. So that was my first character. Not my proudest moment, looking back, necessarily. But you have to start somewhere. You have to start somewhere. TRAVIS WILLINGHAM: It's so funny how the backstories are all kind of similar. I remember before the second campaign and Matt was like, when you're making up your backstory, don't be afraid to let your parents be alive. [LAUGHING] And I was like, eh, OK. MATTHEW MERCER: Being a hero is a pretty dangerous career in fantasy realms, but being a parent is twice as dangerous. The minute you have a kid in a fantasy realm, your chances of survival are cut in a quarter. TRAVIS WILLINGHAM: Oh, you're having a kid? Oh, sorry. [LAUGHTER] SPEAKER 1: So what would you say is your, now, with all of your experience creating characters, creating worlds, what is the process for which you could create another character? When "Critical Role," season 3 happens, or god forbid, your character dies? TRAVIS WILLINGHAM: When we all TPK this week. MARISHA RAY: Yeah. MATTHEW MERCER: Shh. SPEAKER 1: I'm only on episode 22. TRAVIS WILLINGHAM: The fear is real. MATTHEW MERCER: Just be smart, guys. TRAVIS WILLINGHAM: We're in constant fear of TPK, so it's OK. SPEAKER 1: So what is your strategy to create your characters? TRAVIS WILLINGHAM: Mine-- so Grog was just one little thing and then the next and the next. And then I think I kind of carried that over. I was one of the last people to come up with my character. I just had writer's block, or whatever. And it was a flight back from Australia, where I was stuck on a plane, and my wife was asleep, and I was like, OK, write one sentence. I wrote one sentence. And then I was like, and then, add to that. And then maybe he has this. And it just kind of like snowballed from there. So that's kind of how I did it. I don't have a-- there were some people who were like I know the class, the race, I know exactly what I want them to look like. I'm like, ah. How? But maybe they're just already on that ship before it sails. So yeah. MARISHA RAY: Yeah, I think there's kind of two basic ways you can go about it. You can be inside-out person, and be like, I know I want to be a ranger. I know I want to be a dwarf. I know I want to be these things. And then go from there. Or you can go the opposite way, and be like, I feel like I want to be a circus roadie and I used ropes. And I'm just really into collecting knives. And then you can kind of go from there. And then be like, well what works as like a knife wielding circus roadie? And then find a class and design around that way. And that's become the way that I've become more interested in building characters. But it doesn't say that sometimes I'm just like, uh-- cleric. I'll be that. But when I made Beau-- because I think Keyleth was more of an inside-out person. I was like I'm going to be a half-elf druid and then go from there. With Beau I was like, OK, I know I want to be a little bit more tactical. I basically wanted to be like a D&D Jessica Jones, like if Sherlock Holmes was super messed up and kind of a juvie. And then I went from there and built around a monk. MATTHEW MERCER: I've been DMing most of my life, so I don't get to create a lot of characters. SPEAKER 1: But they create characters, literally, every day. MATTHEW MERCER: Well, that's-- that's the difference between trading your player character, which is a long investment. MARISHA RAY: You just made Orly. MATTHEW MERCER: I did. Well, no, the community made Orly. That was a communal effort, literally, a communal effort. MARISHA RAY: You contributed. MATTHEW MERCER: For me, when I have played, I tend to wait till everyone else creates their characters and then see what's missing. I'm a fan of filling that void. I tend to play support, in that regard. I want you guys to all find what you enjoy, and then I know I'll find fun in whatever will make this a well-rounded experience for everybody. Besides, there's nothing worse than going to a gaming table and everyone shows up with the same character. TRAVIS WILLINGHAM: Yeah, see glue is so important. And this campaign, in the first one, we were like, make sure that everybody has something that hasn't been repeated. But I think you were the only one for this current campaign that was like, don't pick that cause somebody else already has it. But we were hiding it from everybody. And I was like, I want to build a team though. I want to make sure that-- [INTERPOSING VOICES] MATTHEW MERCER: I didn't say don't pick it somebody else, I said you can overlap classes. Don't worry about that, because you can build two of the people of the same class in very different ways. And we're seeing that now with Caduceus and Jester. They're both clerics, but they're two very different types of clerics. But that also involves having a little bit of knowledge together. And you guys were all being so secret, trying to keep your characters from each other. I was doing this delicate dance of like, OK, how do I make suggestions or nudge them so they don't end up accidentally showing up with the same characters, but not tell them what to make. So you guys actually did a pretty good job of finding different paths, though, I will say. TRAVIS WILLINGHAM: We got lucky. MATTHEW MERCER: Yeah, actually. SPEAKER 1: So you haven't created characters super recently, but I am very interested in hearing about how you build up a world. You have this amazing gift to just set the stage and to create these incredibly vibrant locales. You're like a wizard at Dwarven Forge, You have all these skills to build up environments and people and worlds. How do you approach that? How do you start? It's like, well, there's going to be a town and there will be some people in it, and then this person is a farmer who has serious father issues, or whatever. How do you do it? MATTHEW MERCER: It depends. If you're just building in a void-- if you're just like, I'm going to build a world. I don't a story attached to it. I don't have players attached to it. I'm just building a world. Then it can be very overwhelming to think of the large scale of things. Some people do better creating the cosmic end of it first. Let me create the Pantheon and the gods and the creation myth. And then from there, I can work down. To me, that's very overwhelming for a lot of people. It's much better to start small, like, all right, I want to make a mining town. And say, this town makes a lot of money off its mining apparently, so there's mines. It's got other mines nearby. A lot people here probably work in some form of mining or are selling supplies and tools. So I'll make some supply and general stores that work in that avenue. People live here, so they have to have a means of eating, so maybe there will be some farms. And so you start building out the very, very gentle kind of ecology of how that city will work. And then you start seeing what different factions in there might work. If there's miners, they have, probably, some sort of union or a guild that runs them. And they probably have competitive elements inside there. And if there is commerce, of course, there is probably going to be some people that work to feed from that commerce, to try and make a living without putting in the effort. Or they couldn't get a job, so now they're trying to do what they can to survive. Maybe they're organized as well. So then you start creating like-- TRAVIS WILLINGHAM: See, this is why when I hear that you read rocket science in your spare time, I'm not surprised. What? What? It's incredible. MATTHEW MERCER: And when you have that structure-- TRAVIS WILLINGHAM: Oh god. [LAUGHING] MATTHEW MERCER: Then you start working on personalities. And so, if you work on who are the heads of these guilds? Who are the major players in the politics of this city? Who are the people that would be the most likely for the players to encounter to be positive quest givers, or in to draw them into the narrative of what kind of conflicts you've created in this town, and what individuals might be the antagonists? What powers outside of the people and the political structure are threats to the lives of those that live there? And how does that tie into the mines? And so it's starting with the small structure and then just start rationalizing how it would work together, filling in the gaps of what's missing to make it feel like it's living and breathing, and then from there, decide where the conflict would arise. And then you have a town. And once you have that town done, you make another. And what's in between that journey from town to town? You have you have a trip there. Are there hills where bandits live? Is there an area where a bunch of owl bears have been roosting and the last season they had a lot of kids or whatever, and now there's an owl bear overgrowth where they're attacking people left and right. And then you just expand and expand. That's all I think about these days, guys. It's a problem. [LAUGHTER] TRAVIS WILLINGHAM: That was five words or less, right? SPEAKER 1: Yeah, I think so. I often think of owl bear ecology as well. MATTHEW MERCER: See? Yeah. The things that keep us up at night. SPEAKER 1: So the common rule of thumb, I've heard, is for DMs, for an hour game time, there's usually an hour of preparation. What's that ratio for you? MATTHEW MERCER: That's changed over the years. It used to be that way. I'd say four hour of game time, was an hour of prep for the many years I was running on my own, depending on, sometimes, a little shorter even, if it was like oh, it's just me and three of my friends, and we're just going to be improvising our way through this. It'll be fine. When we began doing the show, and it began to find an audience, and I realized that there are people creating wikis and checking over all the consistencies in my world and having arguments over forums about different facets of the universe. So I'm like oh, no. I have to make sure this is all consistent now. So I'd say my prep time has probably doubled, just because part of it is the creation process and the other half is me paying very close attention to my internal lore and to keep it consistent with everything I've already said. And that involves sometimes going back and researching to my old notes and double-triple checking things. And I put out a campaign guide a year and a half ago. And that was a new experience of going through all my old mad-man scrawlings from campaigns in sessions past, and going oh, god, I have to make this legible to a normal human being. Oh, god. So I had deconstruct all that. It's been a very unique adaption process, definitely. SPEAKER 1: Cool. So D&D can be a very personal experience. The attributes that you can create or add to your characters can be deeply personal, sometimes of a very sensitive nature. The moment that is freshest in my mind is Sam Riegel playing Nott, having this real issue with coming to terms with being a goblin, and just feeling uncomfortable in his own skin. What are your thoughts on D&D as being this unique game where these kind of issues can come out and they can be explored in a safe way? MATTHEW MERCER: I mean, I think that's one of its biggest strengths. I think it's a safe space, especially when you have a group of friends that you trust at the table to step into the shoes of another person, whether it be someone that you want to be more like or somebody that is not like you at all but you want to try and connect with and empathize with experiences outside of your own personal ones. It's a place to explore these themes safely and talking amongst each other. And whenever any anybody crosses a line, you discuss that and talk about it, and that person learns about boundaries as well. It's a really great place to learn to fine tune empathy and self-esteem and really discovering the things in life that you appreciate and the things you want to change. And it's been that for me for the past 20 plus years. And even just-- and at the same time, finding friends that you feel comfortable enough that you can explore that with. This guy, before we started playing, I knew you passingly from projects we'd worked on. And it was like oh yeah, Travis, he's that big guy who probably beat me up in high school. Like you know-- TRAVIS WILLINGHAM: Oh, no. MATTHEW MERCER: No. That's what saying-- that's what I assumed, because you were-- TRAVIS WILLINGHAM: Give me your lunch money, Matt. [LAUGHING] MATTHEW MERCER: End scene. But through this game, I trust you with my life. You find these friends that you go through these experiences together and you find like-minded individuals that have been through these adventures with you, and I don't know? There's no other bonding experience quite like it, in my opinion. MARISHA RAY: I genuinely believe that D&D can improve almost every aspect of your life, in some way, shape, or form. It's helped me with decision-making under pressure. It's helped with the leadership abilities. I genuinely think-- we had this realization a few months ago that our team and our company worked so well together and has done so well because we've been playing and working together as a team in this make-believe fantasy setting fighting dragons and being in the trenches with each other for years. So when we have this imaginary memory formed together of us taking down an empire or fighting dragons, then you're like, oh, we can easily tackle this contract. We could do that. That's something we can get through together. And even to the therapeutic benefits of D&D. And we hear a lot-- and I'm a big supporter in people using "Dungeons and Dragons" for special needs kids or people needing therapeutic benefits. Or, like you said, to work through things. It gives this alternate reality where you can take risks and experience things and you can fail without real-world repercussions. So it's great. I love it. MATTHEW MERCER: I think to that point too, a lot of people, when they start playing the game, it begins this fantasy fulfillment. It's-- I want to make the best character I can. I'm awesome. I'm the hero. And you begin to learn that, in most cases, in order to survive and to see the story through, you have to know what you're good at, what your friends are good at, and respect that place when that is necessary. And through that, you learn wonderful team-building exercises in knowing how best to work within that team, know what your strengths are, when to step forward, and when to step back and let somebody else step forward. And that plays directly to how we've all come to this company. When we all decided to-- we realized-- we didn't decide to-- we realized we had to make a company. Like I said, everything's been reactionary. We're like OK, what's everybody going to do? And that would be a hard place in many times in my life with other people, where it's like, well, we all want to be this. We all want to do this. In this, we are all fit right into our roles, because we all knew what we were good at. We all respected what each other was good at. And it was the easiest creation of a company I could ever have expected. And I owe a lot of that, I think, to us having the experience of gaming together. SPEAKER 1: So I do want to switch directions, momentarily. So Travis, throughout the month of November, you've been sponsoring Operation Supply Drop. Do you want to tell us a little bit about that? Why you got involved in it? TRAVIS WILLINGHAM: Yes. So obviously, Veteran's Day is just one day in November. But I remember, back in 2013, was the first time that I heard about Operation Supply Drop. They're this great charity that really support military families and members through active duty, through their transition into civilian life, and then afterwards. I have a very deep military family. My father, my uncle, my brother all served. And I've seen throughout the decades, the impact I think that the military has had on their lives. And when I saw what Operation Supply Drop was doing with these crates, these drops, that they'll do it for, at operating bases, out at certain training centers, the impact was just immediate. And I remember my brother being out in Afghanistan and saying, we got this crate in today, and it had an Xbox, and it had "Call of Duty." And all these guys that I've been bunking with, we have a certain level of tightness. But when we sat down at the end of the day, and things had been maybe hairier than we had expected, we came in exhausted, we were able to play and sort of have that level of escape together. And we really felt like we were back home. And it really rejuvenated us for the next day. I was like man, that's so important. And it's not just video games. And it's tabletop stuff too. They also send D&D and other things that put people at a table together, promote eye contact, let them let them communicate and engage with each other in a way that I just don't think they would without it. And they've really moved past that to also providing these skill training centers. So they teach them how to put together a resume-- what can you expect in the workforce and in job interviews and things like that. And I think those are skills that are kind of grossly lacking when people find themselves out of the military. People go in for a variety of reasons, whether to serve or to find their way into college or something like that, but you never really know what you're going to come out of the military like. Sometimes, it leaves a little mark, and sometimes, it leaves a big one. And I think that these sorts of charities are just so important to make sure that we're letting the people that serve something that's larger than themselves, know that we are thinking about them as well. So this month, "Critical Role" has paired with them. If you have any interest, you can go to "Critical Role--" no-- critrole.com/OSD and we have a video and some more information there. And we're donating all the way through the month of November. And I just love the organization. And I think we're going to do a charity for first-person shooter stream, because I used to be decent at those, and now kind of suck. So we're going to let people hop on and abuse me for a while. SPEAKER 1: I'm super happy with all of the charitable work you've done or that you've fundraised for. You've had Pablove. You've had Operation Supply Drop, obviously, 826LA has been a long time recipient to your charitable givings. I'm interested in knowing what drives all of this charitable giving? One thing that really attracts me, and like a lot of other folks, I'm sure, to "Critical Role," is that you're always looking out for the nonprofits that are helping the local area. You're always looking out for other people. And it's not just a matter of, OK, we need to make the next dollar. We need to make the next dollar. It's what can we do to make our community better? TRAVIS WILLINGHAM: Yeah, I think we realized pretty early on that as the spotlight on "Critical Role" got bigger, we had the ability to affect really positive change in the world. That was something that was really important to all of us. 826 was something that we started-- who was it that first found-- MATTHEW MERCER: That was Marisha. TRAVIS WILLINGHAM: Yeah, actually. MARISHA RAY: Yes, it was me and Talliesin [INTERPOSING VOICES] TRAVIS WILLINGHAM: And they have them all throughout the nation, but it was something that I think really benefited from a very unique perspective that we have. And when the response was as big as it was, we were like man. We went around. We were like what are individual charities? What are the things that we would want to focus on, given the chance. And so we're trying to work our way through that and find ways to just give back more. It's one thing to just say let's make as much money as we can and try and grow this company and do all those things. But on the inside, the thing that makes us feel good is when we have those connections with each other and we foster positive, empathetic fans and communities. And to us, these sorts of charities just embody the things that we really think are important. MATTHEW MERCER: Well, consider too, a lot of what we do with our stories and our company is try and tell tales of heroism and inspire other people to rise up and be their own hero. But this is a world where there's not always the opportunity to do so, or find places where you can really contribute and be that hero. And I think charitable work is one of the great ways that you can do that. And so, not only does it give us the opportunity to help out, but really the community, give them the opportunity too. And no matter what chaos they're in, no matter what busy-ness is consuming them, they can actively contribute to changing somebody else's life, and then see the effect of that through this community. And community is such a big part of this. As much as this is like, oh, it's our company and our game and everything, we may be the beating heart of this thing, but the body and the world around it is the community that sprung out of it. And the sheer amount of positive good enforcement and work that all the people that have rallied around this show have done, it dwarfs anything that we could ever hope to do. And I'm just so proud of being a part of that. MARISHA RAY: It was so like self-explanatory. There was really no other option. It felt like it just presented itself, as soon as we started making just an appearance fee from the show. We were like this is "Dungeons and Dragons," this is-- TRAVIS WILLINGHAM: We were doing this anyway. MARISHA RAY: --weird. Yeah. And so it only felt natural to be like, how can we spread this in any way, shape, or form? And then, that's why we also encourage people so much to go down to 826LA, an 826 branch in their area and to teach kids D&D and start a D&D club. And we initiated one at 826LA that's still going on. And we've heard of several in other 826 sanctions-- yeah, cities-- branches-- that's the word I was looking for-- branches-- that it's taking off there, too, which just warms my heart. SPEAKER 1: Thank you for all of the charitable giving you do, the shows that you put on every week. And thank you for being here. And now, we'll open it up to audience questions. MATTHEW MERCER: What's your name? AUDIENCE: My name is Rula. MATTHEW MERCER: Hi, Rula. AUDIENCE: I'm a big fan of you guys. We watch every week. One of the things about being a voice actors, your voice is more associated with the characters that you guys play. But now, because of D&D and because of "Critical Role," and everything that you guys do, your voices are more associated with your faces than anything else. How has that changed things for you guys? Can you even walk out on the street now? MATTHEW MERCER: We can. It's a little harder. It's definitely changed. It's changed things, dramatically. One of the things I used to enjoy about voice over was the anonymity, where I could just vanish and not have to worry about that. And I would say, while things have changed, it's not bad, because we have a community of amazing people. And the times that we do get recognized, it's very respectful, and very like, hey, sorry to bother you, just wanted to say, like what you do, maybe, can I get a picture? And it's like, sure, if I'm not like in my pajamas at a Ralph's at like 3:00 AM trying to get toilet paper. TRAVIS WILLINGHAM: Please tell me that happened. MATTHEW MERCER: Oh, yeah. Oh, yeah. [LAUGHTER] So it's a new experience, definitely. It can be a little overwhelming at events. We're still kind of adjusting to the growth that this whole thing has experienced. It's different, but I can't say that it's negative. TRAVIS WILLINGHAM: We double-take a lot. The Starbucks that I go to all the time, when I was going through the drive-through, the guy was like, morning, Grog. And I was like, what? You wish you had ordered maybe something cooler than like a mocha Java chip frappuccino. MARISHA RAY: Sometimes it pays off though. Sometimes you'll be at a bar and you'll order a couple of drinks, and the bartender's like, it's on me, Beauregard. TRAVIS WILLINGHAM: What? MATTHEW MERCER: Yeah, that's happened. MARISHA RAY: Yes, please. MATTHEW MERCER: They call it nerd fight club, because there are times that, that happens. We've been at amusement parks where all of a sudden, somebody who works there will be like, hello, would you like to come to the front of the line? And I'm like, yes. Yes, I-- [INTERPOSING VOICES] MARISHA RAY: I feel like I should follow this. MATTHEW MERCER: This way, Mr. Durden. You're like, oh, OK. TRAVIS WILLINGHAM: His name is Robert Paulson. [LAUGHING] MATTHEW MERCER: So it has come with a couple of really cool, unexpected, little benefits. If anything, just because we get to meet critters in the wild and really kind of see how far reaching this community is in places we never expect. AUDIENCE: Do I just pass this back to you? TRAVIS WILLINGHAM: Throw it at somebody else. SPEAKER 1: You pick. TRAVIS WILLINGHAM: Hard. AUDIENCE: Hi. MATTHEW MERCER: Hey. AUDIENCE: So I know that there are a lot of rule sites for "Dungeons and Dragons," as well as other tabletop games, and knowing them all is a part of playing the game. But at the same time, just kind of making it accessible and just enjoyable for everyone. So I was wondering what kind of house rules, if any, you run with? MATTHEW MERCER: I've run with a few, especially when we started. Because when we first started playing, we were Pathfinder, which was very crunchy and rules heavy. And then, we went to streaming and 5th edition had come out for a while, and I heard that it was actually an improvement over previous editions, a little more streamlined, I was like, let's please move to that. Let's shift over. But because it was also a new system, there's a lot of things we were still learning. And the players. were carryover from Pathfinder. So I house-ruled some things for the benefit of a larger group. I know healing potions, technically, or drinking the potion is supposed to take an action in the system, but I didn't want there to have-- when you have eight-- seven to eight players, to have one person's whole turn to be drinking a potion, then wait seven other rounds and enemies to come before you get to do something. So I was like, bonus action's fine. That way, you can still do something cool and drink potion. So it's more things that are minor tweaks to just make it more fun and involved for the players. As we have gone into the second campaign, and people have got more comfortable with the rule set, I've leaned off the house rules a little bit. But honestly, sometimes, if it just makes for a cool moment, I'd rather go with that than the stringency of the rules. If someone has a really cool idea and they want to do this interesting thing, and I'm like well, in order to do that, technically, they have to athletics rule for this thing, and [INAUDIBLE] it's probably not going to work out. I'll be like, no, but it's a cool idea. Go for it and roll. And it makes it more interesting. The players get to have fun with. Because, basically, at the end of the day, while it is still a game, it's more than that-- you and your friends trying to have a good time and tell a story together. And even I'm trying-- I'm still learning. I'm still finding that balance. And sometimes, I'll look at stuff on the internet, people complaining about how, oh, they messed up these rules. And it'll be like oh, man, I got to get better at enforcing those rules. And then I do enforce it, and I'm like, man, that's not as fun. So I'm still finding my balance, at times, as I go too. AUDIENCE: So "Dungeons and Dragons" draws very heavily both mechanically and flavor-wise from your traditional Western "Lord of the Rings" fantasy. With all of your backgrounds in anime and whatnot-- your work there-- is there anything you'd like to see D&D draw from that pool of stories, or how do you incorporate into your storytelling? MARISHA RAY: That's a good question. TRAVIS WILLINGHAM: Well, I asked Matt at the beginning of the campaign as I was struggling to find a character voice, I had done a session that was just kind of this like southern drawl. And I was like, Matt, can I do that in a fantasy world? He was like, why not? [LAUGHS] Yeah, why not? So I think as long as you don't get into-- well, no, I think almost anything could pop in there. I think as long as it fits the flavor. And even Percy's electrical inventions near the end of the last campaign where a nice step into things you don't see very much of, and the firearms too. MATTHEW MERCER: Even just looking at the bloodline of D&D, there are adventures where 95% of the adventure is going through like a subterranean tomb and unlocking magical artifacts. But if you happen to go in this one chamber, you find this strange metallic craft with a deceased creature with smooth skin and some sort of a-- looks like a fire-lock pistol, but it shoots energy. Oh shit, they just put aliens in your D&D. So there is a classic bloodline of toying with different genres and stuff. For me, personally, because it leans so heavily into you know Anglo fantasy and the very "Lord of the Rings" thing, as we've played through, our first campaign was definitely meant to be an introduction to D&D for most people at the table that never played. So I kept it very classic fantasy. And the more we've played, I've wanted to pull in other cultural inspirations. I would love to, at some point down the road, explore more of [? Marquette ?] in our world, because I grew up loving Arabian Nights and a lot of ancient Sumerian Mesopotamian religion, classic Middle Eastern history, and mythology. I think it's so grossly underrepresented in modern media, and so I'd love to incorporate elements of that down the road as well. I love eastern philosophy and eastern mythology as well. It is wonderful and doesn't get a lot of love. No matter what you try and create, there's going to be some cultural touchstone that comes from. All work is derivative on some level, because we're inspired by what we experience. And we either are, in creating something new, we're creating something that is a series of other small shards that you've merged into a new combination. So I want to see things that don't get represented as well. AUDIENCE: Hi, I have a question mainly for Matt. I'm an aspiring DM. MATTHEW MERCER: Awesome. AUDIENCE: I run two different D&D campaigns, which is way more stressful than I thought it was going to be. MATTHEW MERCER: I feel you, man. AUDIENCE: I have a question. I am having trouble finding, or rather, getting to a segment where I can bridge that gap, because a lot of people come to D&D for different reasons and are interested in different aspects of it. But what I enjoy is that each one of your characters, you guys are so committed to being that character and sharing that space where you can let the walls down a bit. I wonder if there's any tips or ways to kind of foster that environment to create that so that they are comfortable, because you can't force it. MATTHEW MERCER: You can't force it, no. And it's not something that happens immediately. One thing I recommend is plan, if you can, extra-curricular activities outside of D&D for you all to hang out and just become better friends-- going out and seeing a movie together, or going to a theme park, or going and doing different other board games that are more of a team-building exercise on the side, where the pressure isn't just you have to be in character and we all have to be friends now-- go. They can just be themselves. Then get to know each other a little better. And then when they come back to the table, they'll be a little more comfortable with each other because they've had other experiences as a troop. And there is having a conversation outside of the game about what do you all want out of this game. What do you enjoy out of this? What do you think you'll enjoy out of this? Get a feel for what everybody wants, and have them all talk about it in the open, because they'll also better understand what each player wants to get out of the story as well. And they might adjust what they're looking for. If they're like I just want to go and kill monsters and get experience points and gold, and one person's like, I want to explore the depths of the human condition, it's hard to marry. But if both them say it out loud, maybe the first person will be like, yeah, human condition is cool, too, I guess. And they'll find that middle ground. But it's not your onus to figure out that puzzle in private. You can figure it out together as a group, have those conversations. And as long as everyone knows where they all stand, that also helps them feel comfortable, not wondering what every other player at the table is looking for and going after. They don't know their character story secrets. But there can be unexpected antagonism at the table, if all the players have that disconnect and assume what the other person wants out of the game. So having those conversations openly, I think, are a really good tool to getting everyone on the same page and getting more comfortable with each other. MARISHA RAY: It takes a while, too. You will see progress immediately, pretty much over the next several games, but up until-- still to this day, we'll still check in with each other and be like, hey, is it cool if we do this type of thing? Or can we explore this? Or if I confront you-- I'm going to come at you-- like when after-- spoilers-- Mollymauk died and we had Ashly Burch playing with us, and I knew that Beau's reaction was going to be visceral and angry. And so I went up to her, and I was like Beau is probably going to want to come at you. Is that OK? Are you going to be comfortable and know that it's coming from a role-playing standpoint when I chew your head off in about 15 minutes? And she was like, yeah, absolutely. I'm here for it. I'm game for it. But still it gave just a little bit of that expectation, so that she-- TRAVIS WILLINGHAM: It takes away, like, is this Marisha, or is it Beau? MARISHA RAY: Did I mess up? Am I ruining their game? I didn't want anyone to think that. So I think just having a little bit of that. Even when our game started delving into romantic territory, we had to check in with each other and have pow-wows and be like, is this OK? Are we into this? TRAVIS WILLINGHAM: It was more like what just happened? [LAUGHING] We'd played for two and half years, no romance on the stream. You know, I'm in love with you, right? We're like-- what? MATTHEW MERCER: But that was a conversation that Liam had with me, too. They wanted to talk about it and be like, it would be interesting-- my character could definitely go down this path, but I don't want to do that if it's going to be strange and making other people uncomfortable. And I was like, as long as you're respectable about it, I'm sure I'll be fine. And it was hilarious. Your guys' reactions were hilarious. TRAVIS WILLINGHAM: Honest. MATTHEW MERCER: Honest. [LAUGHING] Good question. AUDIENCE: Thank you. MATTHEW MERCER: No worries. Over there. Good catch. AUDIENCE: Hey, have you guys ever considered playing another system other than the various editions of D&D. Has there been any interest in that? MATTHEW MERCER: Oh, yeah. D&D is what our main campaign is, largely because that's just where we started, and that's where the world has gone. And it makes sense within that space. But we've done a lot of one-shots and a lot of side games where we've delved into-- One of what my favorite systems is "Dead Lands." TRAVIS WILLINGHAM: Oh, it's so good. MATTHEW MERCER: I prefer OG "Dead Lands," but I ran a "Savage Worlds," the newer version of it, for you guys, which was fun-- kind of an old weird west. She's run a number of "Honey Heist" games, which is a ridiculous one-page RPG. It's so amazing. I love a lot of systems out there. D&D is just the classic one that I grew up with was my gateway to the rest of the systems. So I enjoy when we have the opportunity to try other things off of our main campaign. MARISHA RAY: I think just currently starting to dive into a new system, in a new campaign, it would be like a commitment. It would be a discussion, and one we're just not ready to have yet. AUDIENCE: I do want to jump in on that. When can we expect "Crash Pandas" 2? [LAUGHING] [INAUDIBLE] MATTHEW MERCER: Oh no. Oh, it's so perfect. MARISHA RAY: Looking at Regal on that one. MATTHEW MERCER: Yeah, we just have to pin Sam down, the weird fey creature that he is. He'd be like run a game. He'd be like, ha, you can't find me. [POOF] Turn the glitter and disappear. I'd be like, No! He's like a treasure goblin in "Diablo 3." You're like catch him before he goes away. No, he's gone. No. Good question. Any other questions anybody. curious to-- oh, we've got a repeat question. TRAVIS WILLINGHAM: Oh, here's a long pass. MARISHA RAY: Go, yeah. Oh, yeah. Oh. MATTHEW MERCER: Mic down. TRAVIS WILLINGHAM: You got to lay out for it. You got to have the full-body commitment. Sacrifice yourself. MATTHEW MERCER: Yeah, chair would have broke your fall. AUDIENCE: This thing still works, right? So we got to see Taliesin at Lost Con over the weekend. MATTHEW MERCER: Oh, nice. AUDIENCE: And it was awesome. Absolutely awesome. I asked him who his favorite character outside of the party was, maybe guest characters, or characters that you've created, Matt. And I'm curious of all of the universe that you've created, who is your favorite? MARISHA RAY: Outside of parties? AUDIENCE: Outside of the parties. MATTHEW MERCER: Oh, man. MARISHA RAY: Interesting. TRAVIS WILLINGHAM: Mine's Victor, just because it was spontaneous for Matt and it was just pure gold in the moment. I don't think any other story moment has caused almost every member of the table to reach for their cell phones and start filming you on-stream. [LAUGHING] It was just so good. MARISHA RAY: I think mine would have to be Raishan, just because she left such a mark on my soul. TRAVIS WILLINGHAM: Ugh, yeah, came out of that one dirty. MATTHEW MERCER: That was a fun villain. Oh, man. Just from a personal standpoint, I think Shawn Gilmore was an important PC to me, partially because he was dynamic. But there was just a lot of-- when you create a PC that you invest a lot of time in, there's a whole bunch of their story that never gets told. And so in my head, there's this whole story for Shawn's life that you never get to see on the stream. And I'm like well, one day, maybe I'll find a place to put that. He just kind of naturally grew into this larger-than-life figure that I still carry with me. And he's pretty important to me. Other than that, villain wise, the whole Delilah and Sylas Briarwood-- their whole dynamic of a villain couple that they're the reasoning for their villainous tactics and lifestyle has not to do with the need for power, it was purely the drive from one to save the other. And they're just still paying the price for doing that. And that was a really fun story to write and play out. TRAVIS WILLINGHAM: Who knows, maybe we'll find some ways to dip into those stories of Shawn Gilmore and others. MATTHEW MERCER: I hope so. That would be fun. TRAVIS WILLINGHAM: Yeah, wouldn't it? SPEAKER 1: Well, we are actually just out of time. So I wanted to thank our three guests, Travis Willingham, Matthew Mercer, Marisha Ray, thank you so much for joining us. MARISHA RAY: Thank you, all. TRAVIS WILLINGHAM: Thanks, guys. MARISHA RAY: This was great. MATTHEW MERCER: Thank you, guys, for coming. [APPLAUSE]
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Channel: Talks at Google
Views: 747,857
Rating: undefined out of 5
Keywords: talks at google, ted talks, inspirational talks, educational talks, critical role, Matthew Mercer, critical role geek and sundry, geek and sundry, critical role livestream, critical role tabletop, tabletop, tabletop games, Travis Willingham, Marisha Ray, travis willingham voices
Id: _kTJxgNCdw4
Channel Id: undefined
Length: 50min 53sec (3053 seconds)
Published: Mon Dec 17 2018
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