Does It Matter if the Critical Role Cast Doesn’t Know the Rules of D&D?

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This video is sponsored by WorldAnvil. This is a topic that I’ve considered tackling  in the normal Critical Role Demystified series,   like at some point I figured we would  get to a scene in a future episode that   I could use as an example - but honestly,  I got a comment on one of my Demystified   videos that made me want to just break this  off into its own video. The comment read: “Imagine getting paid MILLIONs of dollars to play  a game and not knowing the rules… couldn’t be me.” Now, I get comments like this all the time about  the cast members of Critical Role - usually one   cast member in particular, but not always.  In this case, I think they were referencing   a spell that Sam had misread. But this  comment, despite being super short,   kind of touches on a bunch of aspects of this  topic that come up in other, similar comments,   without getting into the more toxic aspects that  show up in some *other* comments, and so I kind   of wanted to tackle this subject. Why doesn’t the  cast of Critical Role know the rules to D&D? And   why have I never brought that up as a lesson we  can learn as players - aka, why don’t I think   it’s a big deal whether the cast knows their  spells? That’s what we’re talking about today. I should clarify that this subject is especially  relevant to Campaign 1, which are the episodes   we’re reviewing on this channel currently. But I’m  sure there are moments, even now in Campaign 3,   nine years into the show, where the players  get rules wrong. And if that bothers you,   then I’m thinking this video might for you. I also  want to clarify - I’m not making this video to   “defend” Critical Role. As we’ll discuss shortly  - they’re doing just fine. They don’t need me to   go to bat for them, and I’ve got a whole video  series where I try to make *genuine* critiques,   to point out the things we can actually learn  from to improve our home games. But the reason   I’m talking about this is because, when people  say things like this about Critical Role,   it’s reasonable to assume they might believe  there are reasons why some players - even just a   few very famous players - would have no excuse to  not know the rules. And I think that’s a problem. Now, the first thing I want to talk about is  the idea that the cast of Critical Role gets   paid millions of dollars to play D&D.  Because I don’t think that’s true. Now,   I’m not talking about how  *much* they’re making - like,   they are making millions of dollars across all of  their platforms, that’s definitely true. I mean,   I don’t think the cast is pocketing  millions of dollars individually,   because they put the money into their projects -  like, they don’t take their games to Kickstarter,   because they just generally use their profits  to pay for the next book or game they plan to   publish. They also have a bunch of employees  with full-time salaries, and they probably   provide health care as well, because this is the  United States of America, and health care is tied   to employment because our leaders have tricked  us into thinking that it’s more important to be   an individual and look after yourself then it is  to pay literally any amount of money to take care   of the underserved in our community. So I don’t  think the cast are all individually millionaires,   because they’ve got some serious expenses. But  also, as long as I keep hearing stories about how   they treat their artists and collaborators  with respect, I kind of don’t care either   way. I don’t think the relevant part of this  comment is how much the cast members get paid. What’s far more interesting is the question of  what they get paid *for.* This commenter points   out that the players get paid to play a game.  And the implication there is that they’re being   played to play the game *well*. But what that  means depends a lot on what you think of as the   most important part of D&D. Like, there are some  episodes of Critical Role that have made me cry.   These are characters I care about, and stories  I think are genuinely fantastic. And if that’s   all being accomplished by some folks sitting down  to play a game, then I think that means they’re   playing the game well. Are they always following  the rules? No, not always. Sometimes they know   that, and sometimes they don’t. But I’ve watched  a lot of actual play shows, and if I’m completely   honest? Actual play shows don’t succeed by the  strength of the game they’re playing. If you   doubt that, just look at how many 5e actual plays  there are. Some of them have told epic, emotional   stories. Some have been hilarious or frightening.  And some have just been a recording of some people   playing D&D completely unspectacularly. They might  be having fun, but that’s no guarantee that the   show will be exciting for an audience. If the  game was the reason a show succeeded or failed,   trust me, there are a ton of 5e actual plays, you  would have heard about a lot more of them. So, I’m   not convinced the cast of Critical Role is being  paid to play D&D according to the rules. Now,   don’t get me wrong, I think 5e was a good system  for them to switch to for the livestream - it was   a friendlier system for them to play on-steam then  their previous game, Pathfinder; it was easier   for folks to jump on board with a show that was  streaming a relatively new game; it had extremely   good SEO; and getting a bunch of comments about  how you’re playing the game wrong probably helps   a lot with the YouTube algorithm. And yes, there  are definitely some people who watch them because   they’re a D&D show. Maybe those audience members  are players or GMs looking for ideas for their 5e   games, maybe they just watch Critical Role because  it’s how they engage with the D&D community,   or maybe they just enjoy watching a game where  they, as an audience member, already know the   system really well - and more on that later -  but regardless, I do think Critical Role will   lose a couple people whenever they inevitably  switch to a game system besides 5th Edition,   and not just because their audience really seems  to hate change. But I think, generally speaking,   it doesn’t matter that much what system they’re  playing - because the audience is watching for   *them*. If you like the cast and the GM, and  you like the format of the show, and you like   the story they’re telling, then the game system  doesn’t really matter that much. I’m not always   a huge fan of Critical Role’s one-shots - I think  some of them are amazing and others just don’t do   that much for me - but that’s true regardless of  which system they’re playing, whether it’s 5e or   another game - because what I enjoy about Critical  Role is usually when they tell a longer story,   even if it’s just a couple of episodes like the  various Exandria Unlimited miniseries. You might   watch Critical Role for other reasons, and yeah,  maybe for you it *is* because of the game they’re   playing, more so than the other factors.  But that’s not true for everyone. That’s   not why they get paid millions of dollars.  They got paid because people liked watching   *them*. That’s literally it. Now, in fairness, the cast *is*  essentially promoting 5th Edition, and eventually   they’d be sponsored by D&D Beyond and work with  Wizards of the Coast on creating tie-in material,   so you might argue, well, shouldn’t they at  least try to play by the rules to appease their   corporate masters? And we’ll talk later in this  video about why I don’t even think that’s true. Now, it’s definitely true that the cast does not  know the rules for 5e incredibly well, especially   early in the show’s run. Now, sometimes they  *do* get the rules right… and most of the time,   that doesn’t get commented upon, because it’s  not that noticeable that they’re playing by the   rules. There’s the occasional moment where  a singular cast member busts out a rule and   impresses everyone with their strategy, but  in every game session, players are playing by   the rules in completely unremarkable ways. Other  times, they get stuff wrong. But there are a lot   of reasons for that. And the most obvious reason,  especially in the Vox Machina campaign, is that   they switched to this system partway through an  ongoing campaign. These players converted their   characters from Pathfinder to D&D 5e when they  were around level 8, and that is a *huge* change,   and it’s *very* late in the campaign to make that  switch. That’s after two years of play, and while   they used to just play something like once a month  in their home games, that’s still a long time in   that system. And we saw the cast struggle with  those changes a lot. Vex was so underpowered in   the Vox Machina streamed campaign, and I imagine  a big reason for that was because the 5e Ranger   in the Player’s Handbook is… kind of ass. It’s  actually *perfectly* designed for players who   happen to know exactly what the designers expected  of them, and for a very specific type of campaign,   but there’s hardly any onboarding to guide players  to that conclusion, no way to make sure the GM   runs that kind of campaign to make that play  style shine, and certainly no way for Laura to   get the same experience when she converted her  existing character for an ongoing campaign. The   Beastmaster Ranger is especially rough in that  book - honestly, if the pitch for the upcoming   revised D&D Edition was just, “We’re retooling the  Beastmaster Ranger so it doesn’t suck, and we’re   changing very little else” I would buy that $60  rulebook in a heartbeat. And Laura wasn’t the only   player who had to wrestle with new mechanics. Liam  had a hell of a time remembering how sneak attack   worked, he *constantly* thought that getting  sneak attack meant rolling with advantage, when   actually it’s the reverse, an attack rolled with  advantage qualifies for sneak attack. But, again,   he got a level 8 character sheet in a brand new  system, that’s a lot of new features to keep track   of. Matt, Taliesin and Marisha had also played a  lot of D&D and Pathfinder as adults, so sometimes   they remember rules and mechanics from different  systems. There was a moment where Taliesin said,   “Oh, yeah, you can use your action to perform a  bonus action task,” and Matt had to remind him,   “No, not in this version of the system.” I  don’t know if that’s something from Pathfinder,   but I know that was something in 4th Edition,  that is how bonus actions and actions worked   with each other. And this wasn’t even in the  Vox Machina campaign - this was *much* later,   I think it may have even been in Campaign 3, if  not late in Campaign 2. They’d been playing 5th   Edition for, like, six years at that point, and  still, the rules for an old system came bubbling   up to the surface of Taliesin’s brain. And that’s  completely normal. And during the Briarwood Arc,   Keyleth cast Heat Metal on Vax’s daggers and  realized the spell worked differently in 5th   Edition, so their old strategy to heat up  a weapon and have it do extra damage was   not going to work anymore, because their familiar  tactics couldn’t be converted to the new system. That actually brings me to my next point - D&D  has some misleadingly-named spells. So, sometimes,   a player will read a spell name, and think, “Oh,  I get it.” This is absolutely not unique to the   players on Critical Role, I’ve seen it happen in  many, many different groups. For example, let’s   look at the spell that this commenter was reacting  to. In episode 50, Scanlan cast Invisibility on   himself and snuck into Westruun. Then he cast  another spell, and he discovered right then that   Invisibility ends when you cast another spell.  Now, Sam understood how concentration worked, so   he knew he couldn’t cast another *concentration*  spell while invisible. And besides that,   he read the title “Invisibility,” and he read the  parameters for long it lasts, and he got the gist.   He figured he had all the information he needed.  And so he missed the last line of the spell,   because he hadn't needed to read this spell for a  long time - because he figured he understood it. Now, even without digging into the spells lots  of people get wrong even if they know the system   pretty well, like Jump and Thunderwave that are  constantly confusing to even experienced players,   there are still dozens of spells that new  players just misunderstand. I’ve run a lot   of games for new players, and I see it  all the time. And these players don’t   think they *don’t* understand the spell  - so they don’t think to investigate it   further. It takes a while for them to train  themselves to look at the description every   time they’re gonna cast it, even if the  title of the spell seems really clear. And there are some spells that are infamous for  tripping up players because they don’t work how   they seem like they’d work. For example, did  you know the spell Find Traps doesn’t actually   tell you where the traps are? Did you know  the spell Daylight doesn’t create sunlight?   Why would you - it doesn’t say that anywhere  in the description. So even if somebody *does*   take the time to read Daylight, or Jump, or  Thunderwave, the description omits important   context that completely changes how  the spell functions in the game. And that’s another thing - not everyone  either reads their spells in advance,   or re-reads their spells at the moment  they cast them. And don’t get me wrong,   I don’t think *not* reading your spells is a  virtue or anything. When Keyleth cast Wind Walk   and didn’t realize that it wasn’t a good spell  for combat because the characters can’t attack,   Matt said “read your spells” multiple times as  they were adjudicating the results of that spell,   because yeah, there was some important information  in that spell that she missed. But it seems like   the players can’t win with the audience. If  Marisha doesn’t read all of her spells before she   selects them, and only reads them in the moment  when she’s actually getting ready to cast them,   then the audience accuses her of not knowing her  spells. Now, when the stream began, Keyleth was   8th level. By my count, an 8th-level character,  an 8th-level druid has access to almost 80 spells,   just from the Player’s Handbook and the Elemental  Evil Player’s Companion that were out at the time,   not counting Keyleth’s cantrips, *or* the other  spells Keyleth would’ve gotten when she leveled   up throughout the Kraghammer and Briarwood arcs.  So, yeah, she didn’t read all 80 spells before   choosing them - she has to pick them each time  she takes a long rest, based on their level and   *maybe* a quick scan of the description.  Meanwhile, someone like Sam might choose   a spell when he levels up, and he’ll read how  it works in that moment, because he’s not a   prepared caster so he can take the time to read  the spell before choosing it. And yet, he may not   remember exactly how it works when it actually  comes time to cast it. And so, once again,   he gets accused of not knowing his spells. And  again, this isn’t a situation unique to Critical   Role - this happens at home games all the time.  Players might skim their spells, but they’ll miss   some details. It does happen. Even in this moment  from Campaign 3, the players forgot how scrying   works, despite the fact that they’ve used this  spell multiple times in every campaign so far.   There are no spoilers in this clip, besides the  character stats in the corner so I’ll conceal   those. I haven’t even seen the episode this clip  is from because I’m very behind on Critical Role,   but this moment still made the rounds on social  media because it’s just wildly entertaining. SAM: Okay, okay. What are we rolling for? TRAVIS: Come on! Simul-Scry. SAM: I'm going, I'm just rolling  something. Natural 20. (cheering) TALIESIN: Hey! (laughter) TRAVIS: They're going to freeze that bitch. ASHLEY: Wait, we're doing it at the same time? SAM: Yeah, simul-Scry. ASHLEY: Like the same circle? LIAM: You got to get a 20. Don't fuck it up. ASHLEY: Well, okay. LAURA: Get a 20. You can do it. TRAVIS: Don't pick one of those  little things. Get a real one. LIAM: Yeah, no teeth. SAM: Whoa, that was crazy roll. LAURA: It counts. ASHLEY: I feel like it doesn't  count, but it's going to count. SAM: Guidance. ASHLEY: Wait, what am I-- (laughter) LAURA: I'm sorry, Matthew. ASHLEY: Yeah? MATT: No, that's okay. It's okay. TRAVIS: Matt's like, "It doesn't work." MARISHA: It doesn't, yeah. SAM: What is she adding? MATT: Nothing, you don't roll for Scry. (laughter) MARISHA: Yeah, that's what I was saying!  I don't think we roll. (laughter) MARISHA: They do. TRAVIS: Eight! Years! Eight years! (laughter) TRAVIS: Eight years! TALIESIN: I enjoyed the walk. MARISHA: Matt was just letting it happen. TALIESIN: I thought the walk was-- MATT: I just let it happen. ASHLEY: Just sitting there the whole time. TRAVIS: Oh my god! LIAM: You just let us hang ourselves. MATT: Yeah! (laughter) LAURA: Okay. TRAVIS: Eight years. ASHLEY: All right, okay. MATT: That was for me. ASHLEY: We're just doing it. We just do it. TALIESIN: Left home and  walked right home. All right. Also, we’ve been talking about players “not  reading” spells, but when MegaphoneMan watched   the infamous Wind Walk scene, one of his  chatters, Rainbow Dragon, made an excellent   point. They said, if Marisha hadn’t read the  spell, she wouldn’t know how it worked at all,   and she mostly did, with the exception of one  line in the description, and one note about   the casting time. In other words, she *misread*  it. That’s different. “Read your spells” is too   broad a critique, because sometimes, people  just misread things, and that has to be okay. And if the idea of a player getting their spell  wrong bothers you… okay, fine. Make it a bigger   deal at your games, make sure your players  know you want them to have their spells ready. But along those lines… I don’t think Matt  has made it a priority for his players to   read their spells. We can see this in  action by the behavior he challenges,   and the behavior he enables. For example, whenever  the players are trying to recall knowledge about   something that happened in the campaign, it  is *very* common for Matt to just sit back   and wait for them to find a detail in their  own notes. *Sometimes* he will bail them out,   especially if his players argue that their  characters would remember something better   than the players would. But most of the time,  he waits to see what they remember, or what they   wrote down. As a result, his cast has learned  to take really good notes, and they’ve learned   to become better active listeners. And by this  point, if they miss a detail or forget to write   something down, then they know what’s expected  of them, and they shouldn’t be surprised if Matt   doesn’t bail them out by always telling them  something they feel like they would remember. On the other hand, almost every time a player  casts a spell, especially during combat,   Matt will grab a Player’s Handbook and read  the spell. And quite frankly, if you want to   teach your players to read their own spells…  this is not how you do it. I would instead   recommend asking them to read you the spell the  first time they cast it, and 9 times out of 10,   if there’s something they are at all  misunderstanding, they’ll read it and go,   “Oh wait, this doesn’t work how I thought it  does.” But Matt doesn’t do that. Now, I assume   the reason for that is because he doesn’t want  to slow down the show, especially during combat,   and I can absolutely understand why - he’s trying  to keep the audience in mind. Fair enough. This   may also have been a result of the problem player  he was dealing with in the early episodes of Vox   Machina, so he developed the habit of checking  his players’ work himself by looking everything   up on his side. But again, regardless of his  motivations, he’s still unconsciously teaching   his players a lesson - they don’t actually *have*  to look up the spells. Because Matt will do it for   them. If they misunderstood something, Matt will  catch it and correct them. Now, again, that’s not   to say that every rules debate about the spells  means the cast member didn’t read the spell - as   we talked about in another video, sometimes cast  members just don’t know how Matt is going to rule   on a spell, and there’s not necessarily a way  for them to anticipate that. But on the occasions   where they do actually get the spell wrong, Matt  will notice and deal with it, and they know that. But there are some times, especially  in the first few years of the show,   where a player will cast a spell, and  they’ll misunderstand some key detail,   and Matt… will hold them to it. Very occasionally  in the early campaigns, he might jump in and say,   “Before you cast the spell, you should realize  it will lead to this result, are you sure you   want to do that?” But other times, especially  during Campaign 1, he was a lot more strict.   Scanlan casts Thunderwave while he’s invisible?  “Okay, you’re not invisible anymore.” Keyleth   casts Wind Walk on the party? “Okay, they can’t  take actions besides dashing or spending a minute   to revert back.” Whereas I would argue that  the player characters would be more familiar   with their spells than their players are.  But that often wasn’t Matt’s approach. He   instead often took a much more strict, “touch  move,” “play it where it lies,” approach. This   means he was effectively punishing his  players for not reading their spells. “But Mike,” you might be saying, “You  just said Matt never enforced making   his players read their spells! But if he was  punishing them for not reading their spells,   then surely you’re wrong - that *was* his way  of enforcing them reading their spells!” Yes,   that’s true. And it was a shitty way to handle  it. First of all, not everyone learns well from   negative reinforcement. Second, as I’ve already  said, the characters in the world of the game   would be more familiar with their spells than  the players are, so you can and probably should   give them some grace. Third, Matt has since  confessed and confirmed that he was frequently   too harsh with these rulings. At the time, he  felt the pressure from thousands of rules lawyers   DMing him to try to make him be more strict  with his players, and he later regretted it,   and started making an effort to be more reasonable  with his friends as they’re all learning to play   a pretty complicated game. And fourth, and most  notably… whenever Matt punished a player for not   knowing a rule, it changes the narrative around  Critical Role. Imagine two scenarios. In one,   a player goes to do something just, like,  casting a spell, and Matt says, “Just to clarify,   that’s not how it works,” and the player has a  chance to say, “Oh, I didn’t realize that, okay,   let me amend my plan.” In the second scenario, a  player goes to do something like cast a spell, and   Matt says, “Okay, this happens,” and the player  says, “Wait, I didn’t realize that would happen.”   And Matt basically says, “Too bad, it happened  anyway, sucks to suck.” Now, maybe you’re the   type of person who argues that there is a virtue  in holding players accountable for understanding   what they’re going to do in the game before they  do something, because players should take the time   and understand all of the rules to the game, and  we’ll talk a bit more about that in a little bit.   But this isn’t a hypothetical. Scenario 2 happened  over and over again, and every time, it led to the   same result. The player felt frustrated because  they wanted to do something cool, and now not only   could they not do that cool thing, but things went  wrong somehow. The other players might also get   some collateral punishment as these unexpected  consequences impacted the campaign, and so now   they’re frustrated. And the audience basically  takes a cue from Matt, and argues, “Well,   those players should have known better.” And then  they’ll feel like they can harass those players   on social media - especially if it was one of the  female cast members. Matt’s “tough love” approach   to resolving these rules almost universally led  to more toxicity in the Critter community. He   wasn’t offering the players very much grace or  understanding, and unfortunately, the audience   learned that they could do the same thing, they  could talk about how the players “screwed up.” There’s also another piece of context that we need  to address. Because early in Campaign 1, the cast   would make suggestions for how they could use the  spells in non-standard ways. And Matt would often   say, “Sure,” or he might say, “Make a roll to see  if that’s possible.” Now, this is something that   MegaphoneMan has brought up multiple times in his  watchthrough of Critical Role, he’s watching the   show for the very first time, and he’s essentially  arguing that, whenever Matt does that, it has a   knock-on effect. The more you adjust the rules and  make them flexible and malleable, the harder it is   for the players to predict how you’re gonna rule  in the future, and that makes it harder for them   to interface with the game. And I think that’s  a valid issue, but for the purposes of today’s   topic, there’s another side effect that we  should talk about. Namely, Matt set a precedent   early on that spells and some other rules were  malleable. If a player had a cool idea, he’d be   more willing to roll with it. Maybe he’d call for  a roll to see if they succeeded, but the option   would still be on the table. But then, as the show  continued and Matt continued to feel the pressure   from social media, he started being more strict  about running the game rules-as-written a lot   more often. There were probably a lot of factors  to why this shift occurred. One was that he was   just getting to know the system better, and so he  was starting to understand the purpose behind the   design of specific rules. For example, when they  started the stream, Matt said the players could   cast an action and bonus action spell on the same  turn. As the game continued, he realized this was   too powerful, and walked it back, settling on a  compromise for the rest of Campaign 1 where they   *could* still cast two leveled spells on the  same turn, but one of them couldn’t be higher   than 2nd-level. This compromise seemed to be in  place to help smooth over the transition from   Pathfinder. He also probably started feeling the  pressure to represent the game responsibly. Their   goal was always to show how easy it was to play  the game, but they started to realize that people   were also learning how to play from watching  them, so Matt probably wanted to make sure he   was playing by the rules as often as possible.  Third, Matt was, as I said, getting accosted   on Twitter for not knowing the rules, and that’s  not a fun feeling, so he started to work harder   to enforce the rules-as-written. And fourth,  Matt was getting accused of fudging the rules   to favor his players. So he started getting more  strict, probably in order to combat accusations of   favoritism - especially toward Marisha, but we’ll  talk about that another day, that’s a whole other   topic. However, it might seem like all of that  disproves my point. “Clearly, playing by the rules   matters, because Matt was enforcing it.” Except,  as time went on, he started walking back a lot   of his harsher tendencies. By the end of Campaign  2, they’d found a much better balance for playing   the game the way they wanted to play, where Matt  *would* enforce the rules he cared about, but not   be as strict with every rule if it wasn’t a big  deal to him. The fact that they were pre-recording   their games probably helped with this as well - no  longer would they spend the time between each game   session watching their DMs fill up with redundant  messages about their supposed “mistakes.” And speaking of the people who would DM Matt  and the players about the rules they got wrong,   let’s revisit the argument that the players  should know these spells and rules just as   well as the audience does. Because that actually  speaks to a pretty important distinction we need   to make - the cast members aren’t necessarily  the same type of nerds as the audience. Now,   I hope you understand that I’m not  saying being a nerd is a bad thing,   or that being a nerd about Critical Role  is a bad thing. You might have noticed,   that’s kind of my whole deal. Most people who  are nerds about Critical Role didn’t harass   the cast members. I’m also not saying the  cast members aren’t nerds - they play D&D,   they’re all big fans of video games, most of  them are big anime fans, a bunch of them read   lots of cool indie comics during the 2010s, even  Sam Riegel used to be a *huge* comics collector   when he was younger. And they do follow *some*  other actual play shows, like Matt and I think   Marisha were both big fans of The Adventure Zone  during its first campaign. But that doesn’t make   them the same type of nerd as the folks who would  watch four hours of Critical Role every week. Now, this is hardly a new phenomenon.  Actors often do not have the same level   of encyclopedic knowledge about their  characters or their past projects as   the people who watch their shows do, because  being an actor in a show doesn’t mean that   you’re the same type of nerd as the people  who remember everything about that show. CHARLIE: Like, when you...  um, left your quarters for   the last time? And you opened up your  safe? Um... what was the combination? (Audience laughter) It’s not an actor’s job to memorize  everything about their show. And   while Critical Role isn’t a scripted  series, or “just a job,” they really   are just playing the game every week  because they actually enjoy it… that   doesn’t mean that they’re the same type  of player as an audience member might be. Someone who watches four hours of Critical Role  every week - and especially someone who publicly   complains about the cast members getting the rules  wrong - is more likely to be the type of person   who sits down and reviews the rules and spells for  D&D in their free time. But the cast of Critical   Role doesn’t have free time. During the first  campaign, they were all working voice actors,   and the only reason they *could* play their game  weekly instead of once a month like they used to,   is because now it’s technically a job to show up  and play with their friends. In later campaigns,   they’re also running Critical Role as a company,  and every member has other responsibilities. Plus,   they have, like, lives and families and  other friends and other hobbies and stuff.   And even if they had free time, there’s no  guarantee that learning the rules is how   they’d spend it. Because they might not  be the same type of nerds as their fans. Not every D&D player is the type of person who  has the free time to sit down and read through   the books. D&D books are pretty dry, they’re  reference books, they’re not really the type   of thing most people read for fun. If you want  somebody to have a good time reading something,   you need to jazz it up a bit. Separate  the topic into different articles,   break each article up into useful  categories, add some art to make   the whole thing flow nicely - all things that  you can do with today’s sponsor, WorldAnvil! WorldAnvil is a fantastic resource for  presenting your players with material   they’ll actually want to read. You can create  articles for NPCs, locations, magic items,   major events, anything you want to share with  your players. You can also use the autolinker   feature to form connections between the  articles, so your players can follow the   hyperlinks and explore your world at their  own pace. And you can keep some notes private,   so your players don’t get to see behind  the curtain when they read the articles. And right now, WorldAnvil  is hosting Adventure April,   where they’re inviting you to write a one-shot  adventure *or* a short story with the theme of   “adventure.” It’s a great opportunity to  get more familiar with how WorldAnvil can   be used to help you prep your game or keep  track of the details of your manuscripts. And WorldAnvil is offering a discount to  the viewers of this channel. If you visit   WorldAnvil.com/SupergeekMike and use  the promo code SUPERGEEK at checkout,   you can save 51% off of any annual membership  - that’s more than half off! Once again,   that’s WorldAnvil.com/SupergeekMike and  use the promo code SUPERGEEK. Thank you   so much to WorldAnvil for sponsoring this video! Okay, we’ve talked a lot about some Critical  Role-specific reasons why the players on that   show might not know every spell. But let’s  zoom out a little bit. Because, it turns out,   there are some other factors besides the fact  that they’re playing D&D on-stream every week,   or that they transitioned from Pathfinder halfway  through the campaign, or that Matt didn’t ask them   to read their spells, but still punished them for  not doing so only after it was too late. In fact,   I might argue that, in 5th Edition… the rules  don’t matter as much as they do in other systems. Now, that may seem like a strange  statement, because the general trend   of game designing is moving more toward simpler,  more rules-light systems. That’s not universal,   but we are seeing a lot of other  games that are in development,   especially potential Dragon Killers trying to  replicate D&D’s core fantasy, and many of them   are trying to strip down some of the complexity of  5e. But that was not necessarily the state of the   industry when 5e was published. Sure, there  were absolutely a ton of rules-light games,   like the Powered by the Apocalypse system, all  those games were doing extremely well. But if   we compare 5e to its most popular predecessors  and competition - 2nd Edition, 3.5, Pathfinder,   even other games at the time like Call of  Cthulhu and Edge of the Empire, 5th Edition   had a very unique approach to their rules system.  The game was deliberately designed to be modular.   The creators talked all the time about how Dungeon  Masters should feel empowered to swap rules out,   drop the rules they don’t like, replace them with  other optional rules, or just do their own thing. And because of that design, there’s actually a lot  more flexibility within the rules of 5e than in a   lot of other games. For example, let’s look at one  of the most common 5e house rules I’ve seen in the   community - drinking a potion as a bonus action  instead of an action. If you wanted to make a   change like that in, like, Pathfinder, there would  be huge ripple effects, because the action economy   in Pathfinder is completely different. Swapping  out that rule would actually pretty drastically   impact the tone of the game you’re playing in  Pathfinder, and it would have a knock-on effect   that would impact the players’ expectations for  what’s reasonable to do on their turn. In 5e,   it’s kind of not the end of the world to make  drinking a potion a bonus action, so a lot of   people made that change in their games. That might  not be right for your games - maybe you like the   more Dark Souls-style feel, where drinking a  potion takes an action because it’s more of   a risk. But 5e doesn’t have such a specific tone  and approach, unlike something like Pathfinder,   which is really trying to cultivate a more  crunchy experience. And while plenty of people   have reasonably pointed to this as something  they do not like about 5e, in this case, its   modularity is a feature, and not a bug. Because  if a GM wants to change the rules a little bit,   or even just hand-wave away the ones they don’t  care about, they *can* do that, and it won’t break   the game. Even the designers of 5th Edition don’t  play the rules precisely as-written when they   run streamed games. Because when they’re in the  middle of the game, and something seems cool or   interesting, even though it’s not according to  the rules… they can just do it, and it doesn’t   break the game. This is the level of nuance that  some terminally online D&D fans seem to struggle   with. They treat it as common wisdom that playing  strictly according to the rules is a good thing,   is the *best* thing you can do. And that anyone  who deviates from the rules is therefore bad.   A DM who doesn’t know the rules for improvised  damage, so they just come up with their own on   the fly? That’s a bad DM. A player who gets a  couple of traits mixed up? That’s a bad player.   And if that’s you… then I think you’re missing  the point. Even *if* 5e was as strict a game   as the crunchier systems like Pathfinder, I  think that’s a very unhealthy attitude for   what is essentially make-believe with math.  But especially because of how 5e is designed,   I think it’s a really bad fit for the culture  this game is trying to promote. I’m not trying   to argue that GMs should always ignore the rules,  because it *is* important to be as consistent   in your rulings as you can, so you can build a  shared language with your players and they can   make better choices in the moment… but it’s also  not the end of the world if you change things to   better match the game you’re trying to run and  the story your players are excited to tell. Now, as I discussed in my most recent Critical  Role Demystified episode, there was a scene in the   Vox Machina campaign where Vax and Scanlan used  Dimension Door to teleport inside of a dragon,   which is against the rules of how Dimension  Door works. And I praised Matt for ignoring the   restrictions on Dimension Door that would keep his  players from executing this ridiculous plan. Sure,   mechanically, you can’t use Dimension Door to go  somewhere where another living creature already   is, but this plan is amazing, it’s high-risk,  high-reward, it’s a plan where the players are   willingly throwing themselves into a dangerous  situation, and it has internal logic to it,   especially given how most of these players might  think about teleportation thanks to other fantasy   and sci-fi stories they’re more familiar with.  I basically said, yeah, who gives a shit if it’s   not how the rule works, it’s extremely cool  and extremely dramatic. But I got a comment   that didn’t agree with me, and I’m going to  read that comment now, and then respond to it: “You use the rules to derive drama from  them, not fuck the rules so that you can   have drama. If the rules don’t matter, then  they might as well just be doing improv.” Hey buddy, I’ve got bad news for you about  how similar our hobby is to doing improv. Well, okay, so that was my initial reaction.  But thinking about this a bit more,   I wanted to understand where  this commenter was coming from.   And I actually think this is probably a  reasonable piece of advice for some D&D   games… but it’s a very poor critique  of Critical Role. Let me explain. From my perspective, the rules aren’t there  to provide drama - they’re there to provide   consistency. You can absolutely throw out the  rules to get more drama. You should be very   careful when doing so - after all, if you do that  every time, you erode the ability for your players   to rely on the rules and predict your rulings, we  talked about that before. But I personally have   no trouble saying, “Look, that’s not at all how  the rules work, but you know what? It’s awesome,   so I’ll say it *is* possible, you’ll  have to roll, let’s see how it goes.” But I want to put myself into the mindset of  this commenter. To them, from what I understand,   the rules exist to create drama. So, if Liam and  Sam are at the table, and they propose the plan,   “We want to teleport into the dragon,” it sounds  like the commenter’s argument is that you should   reply, “Well, that’s not how the spell works, so  you’ll need to find some other way to accomplish   what you’re trying to do.” And then the goal  would be for the players to use their creativity   and find an option that is still compatible within  the rules of the game. That’s what he means - I’m   assuming - by the rules providing drama. For  example, maybe the players have to jump onto the   dragon’s back and click the rod there, to try to  hold him down. Or, if they’re dead-set on getting   the rod *into* the dragon, they could find… some  other way of getting it into the dragon’s belly. VEX: Where are they going? SCANLAN: Scanlan’s haaaaand! [screaming] [shlorp] [growls] Now, I don’t know this commenter from Adam,  I don’t know what kind of games they like to   play. But this does seem to me like the mindset  of the folks who engage with this hobby more   like a wargame. To those folks, I can see the  argument that the challenge is far more about   how the players can overcome tasks within  the boundaries of the established rules.   And if that’s your mentality, then yeah,  I guess the way Matt handles some of the   rules and rulings on Critical Role might not  make a lot of sense to you. But that’s also   why I feel like this is an especially poor  critique of Critical Role. Let me elaborate. There’s a tweet I saw at some point that I have  tried so hard to track down, if I’m able to,   I’ll put it up here, I haven’t been able  to find it by the time I’m recording. If   you know the tweet from my description of it,  then please leave it in the comments below. But basically, the tweet argues that, while it’s  perfectly reasonable for us as audience members to   talk about what we’d like to see from a piece of  media, there is a line where our recommendations   and ideas are just never gonna be what those  creators are gonna do, and it’s on us to realize   when we’ve hit that point where we’re basically  trying to order a hot dog from a hardware store.   And even though Critical Role was live-streamed  and the audience *could* theoretically interact   with the players during and in between games,  I think that sentiment still applies here. For   example, I talk a lot about the things that I  think Matt and the players could do differently.   But I also run games that have a *lot* in common  with Matt’s style. I’m also approaching these   episodes with the benefit of hindsight, so I know  where the tone of the show is ultimately going,   and how the cast *will* eventually learn some  of these lessons, or how not having learned   these lessons have had actual consequences in  future episodes. So I feel like I’m connecting   with this show on its own terms. However,  I don’t usually make complaints about the   type of characters the players rolled up, because  that’s not a reasonable thing to complain about,   because they’re going to play the characters they  want to play, and they should be able to do so. If your argument is that Matt should never  fudge the rules to allow badass things to   happen in his games… then, like, I’m sorry,  this hardware store does not sell hot dogs.   That’s part of Matt’s style, and if that’s not  your thing, that’s totally fine. But asking Matt   to run his games the way you’d run yours is a  level of fan entitlement that is just really   unproductive for everyone involved. Now, I  don’t mean to put that on this commenter,   I have no way of knowing if they’ve got  any sort of fan entitlement. That’s weird,   the first part of their comment isn’t showing  up. Let’s see how they opened their remarks. “RIP this channel. Everytime a  YouTuber has a baby the channel dies.” Wow, okay, never mind, what an asshole.  What a bizarre way to respond when somebody   announces that they had a baby. Like,  setting aside the fact that this is my   job and I need to keep doing it to pay the  bills, and setting aside the fact that that   comment was left on one of the longest  videos I’ve ever made on this channel,   imagine the level of entitlement needed  to respond to the miracle of childbirth   by complaining that you might get slightly less  free content. Like, I’m not trying to strawman the   people who make these arguments, they just keep  being assholes, I don’t know what to tell you. Now, the argument from these sorts of pedants  always circle the idea that the *right* way to   play the game is to play using all of the rules  precisely as-written. But here’s something that   they don’t seem able to acknowledge… nobody  actually plays their games according to   every rule. Even if you’re playing completely  rules-as-written, people still make mistakes. In my first session as the elf cleric Kamaria  Jericho - who you can actually see me recreating   in my Baldur’s Gate III playthrough - but in  our home game, the first time I was in combat,   I cast Sacred Flame on an enemy. So I rolled to  attack, and I missed. And then, when my turn next   came around, I realized, “Oh, wait, this spell  requires a saving throw, not an attack roll.”   Once I got Spiritual Weapon at higher levels,  it took me *months* before I realized that the   spell does not require concentration. Hell,  I played an illusion wizard for three years,   I got all the way up to level 20 and beyond, I  thought I knew the spell Seeming really well,   but there are a bunch of times in my Critical  Role Demystified series where I pointed out how   Matt was basically house-ruling something  about the spell - and it was only *really*   recently that I realized, “Oh, wait, no, they’re  playing it rules-as-written, or at least that’s a   perfectly reasonable way of reading of the rules…  based on a sentence I had just forgotten about.” Now, when we’re audience members for an online  game, we have the benefit of not having to make   these choices in the moment. We have the advantage  of just sitting back and only having to think   about the math and the rules. The players, on the  other hand, actually have to make decisions. They   have to be in the moment, but they also have to  think about what they’re going to do next. And   that changes your relationship with everything  that's happening at the table. They might not   hear everything perfectly, because they’re  also thinking about what they want to do. But   we have a much better chance of not mishearing or  misunderstanding things, because we're not in the   same situation as them. It’s like the difference  between being in a conversation, and realizing   you haven’t heard what someone has been saying  over the past 15 seconds or so because you’ve   been thinking about how you’re gonna respond,  and watching a movie, where you don’t have to   interact with them, you don’t have any obligation  to reply, so you can just passively sit back and   judge the characters for not responding how you  *think* you would if you were there in the moment. Now, everything I’ve said so far, I feel  like is pretty uncontroversial. These are   all ideas that I find to be pretty reasonable  counterpoints to the argument that it’s bad   for the cast to get some things wrong now and  then. But now I’m gonna make an argument that   I don’t know if anybody else is going to agree with, but I actually feel very strongly about it. Because   if your argument is that players *should* know  how to play D&D because they’re playing it on   an actual play show and presenting the game for  an audience… I actually think you’re completely   misunderstanding the value of an actual play  show. The point of playing these games online,   aside from telling a compelling story, is to help  demonstrate just how easy it is to actually get   into these games. Actual play shows do an amazing  job of reducing the barrier to entry for new   players. And there is definitely a conversation  to be had about whether or not new players should   learn the rules from actual play shows, especially  if they’re getting the rules wrong, and that’s a   legitimate point. But if we can normalize the  conversations I proposed earlier, where Matt   could just ask the players to read the spell out  loud, and talk through it with the player… then we   could actually normalize the idea that players  and GMs don’t *have* to memorize the rules. Because I honestly believe that it’s a good thing  to have actual play shows where the players aren’t   experts in the game they’re playing. It helps to  reduce the stigma that you have to memorize this   game, and it normalizes making mistakes. That’s  another one of the many reasons I disliked Matt’s   habit of punishing players for misreading spells  or misunderstanding their abilities: because   it sends the message to new players watching  Critical Role that they can’t make mistakes,   because the consequences could be disastrous.  And I think that is the absolute wrong lesson   to send to an audience. We shouldn’t expect every  actual play player to always get the rules right,   not just because it’s probably not why they sat  down to play the game, but I actually don’t think   that’s as useful to the hobby as allowing  the players to sometimes get things wrong,   and demonstrate that, yeah, it’s actually okay  to not have these 400-page rulebooks memorized. Now, do not get me wrong - if you do happen to  have an encyclopedic memory of these books, I’m   happy for you. And if you and your fellow players  never get a rule wrong during your home games,   that’s also awesome. But here’s the thing, and it  is kind of important… if Matt’s players get the   rules wrong… who cares? It’s only Matt’s business  whether his players get the rules wrong or not. Now, I want to be clear - it’s okay if it  *bothers* you, that’s fine. We can't always   control what gets under our skin or what rubs us  the wrong way. And I don’t personally think it’s   the end of the world to leave a comment with the  correct rule, just to make sure the information   is out there for people who are learning the  game, and just to get it out of your system. But,   like… don’t harass people? Maybe even, don’t  trash-talk people? There’s a difference between   critiquing and complaining, and “You got  the rules wrong” isn’t really a critique,   it’s just a complaint. Not knowing the rules to  a game doesn’t actually make them worse people.   *Knowing* all the rules to that same game doesn’t  make you a *better* person. Knowing the rules also   doesn’t make you a better *player.* Sure, it  might make you a better player at *your* table,   depending on what your table values. And I can see  the argument that not knowing the rules slows down   the game, and that can be irritating. But, like,  Wil Wheaton and Will Friedle and Mary Elizabeth   McGlynn didn’t know 5th Edition at all when they  first guest starred on Critical Role. Felicia Day   seemed to have a better grasp of the system,  from my estimation, but it was still brand-new   to the rest of those players. They got things  wrong or misunderstood stuff, they asked lots   of clarifying questions, and that did slow  down play. They also were amazing players,   they had well-developed characters, they did their  best to serve the story and not just themselves,   they had an amazing time and they added to  the fun of the game. Not knowing the rules   did not make them bad players, or reduce  the experience for the other players. But of course, you might be saying, “But  Mike, it’s one thing if they’re new players,   but the cast that’s been playing the same game  for years should know all the rules!” And I   just disagree. Characters change over time.  They get new spells. Every time that happens,   they basically *are* new players  again. And it’s okay if they take   a bit of time to figure out the  new rules for their character. Now, you can still say, “Well, I wouldn’t want to  play with players who seemed to make no effort to   learn the rules.” That’s fine. There are plenty  of things the players on Critical Role do that I   would definitely crack down on if they played at  my table. But Matt doesn’t, so we can assume and   conclude that some of this behavior must not  bother him as much as it bothers you or me. I think some folks also see the players  making apparently no effort to learn the   rules as a sign that the players don’t care  about the game. That they don’t *respect*   the campaign. But they clearly do - they  are constantly emotionally affected by the   events of the game, they think about the game  almost all of the time in between sessions,   they’re *still* thinking about their characters  years after the campaigns are over. They made a   TV show based off of their game. They are clearly  invested. But they’re putting their energy toward   the parts that excite them the most - which is,  obviously, the roleplaying and the larger story. Also, just because someone can’t remember  something doesn’t mean they’re not making an   effort to learn it. It just means they can’t  remember it, and that’s not the same thing,   especially if you don’t learn things by reading  them, which is true for a lot of people. So, like,   if you’re planning to argue that,  if somebody gets something wrong,   that means they’re not trying, then that’s  really reductive in a way I think is harmful,   if not actively ableist, so I strongly  suggest you reconsider that argument. Again, if you’re someone who knows the rules  really well, I get it if it bothers you. I definitely notice when people get rules wrong,  and I used to be the type of person who made   it other peoples’ problems. I didn’t bother  celebrities online about it, but I did make   it an issue at my own D&D games, and arguably  that’s worse. I wasn’t hiding behind anonymity,   I was just being disruptive. But I’m not at that  point anymore, at least I try not to be. Nowadays,   when I see something like the druid in the  D&D movie shifting directly from one form   into another, or shifting into the owlbear, which  is a monstrosity and not a beast, I just think to   myself, “Oh, that’s not how it works.” And then  I move on with my day. In the Critical Role   Demystified video for episode 50, I did discuss  how Travis had misremembered his exhaustion and   was rolling with disadvantage for no reason. But  that’s not the end of the world - and in fact,   in hindsight, considering that I didn’t have  a lesson there, I think I lingered on it too   much. Because I only try to talk about the  things that I think move the story forward,   or that we can learn from. When a player just  gets a rule wrong? That doesn’t fall under   either category, unless we can learn something  from how the cast handles it at their table. So, look, it’s fine to not love it when the cast  gets a rule wrong. But if your reaction involves   leaving a nasty comment to trash-talk them, even  on someone else’s channel like mine, then I just   don’t think that’s a good use of your time or  your energy. It also sends a signal to other   players in this space that they would not be  allowed to make mistakes or get things wrong,   and I think that’s a really harmful attitude  to put out there. So, in other words, SHATNER: Get a life, will you people?! (Audience cheering) Thank you so much for watching. I hope this  video was helpful, it’s definitely something   I’m gonna be linking back to a couple of times  throughout my “Critical Role Demystified” series,   especially when people get spicy in the comments.  If you liked this video, make sure to hit the like   button, subscribe to the channel, and ring the  bell so you can get notified whenever I drop   a new video. I put out two videos a week most  of the time, so I do have lots of non-Critical   Role videos that I’m really proud of, so if  you’re only here for the Critical Role content,   I really hope you subscribe so you can check out  some of my other video. If you want to support the   channel financially, please consider joining my Patreon  or becoming a YouTube Member, you could see every   video early and ad-free, you could commission  future videos, there’s a ton of great perks   available for you. You can also join my Discord  server to hang out with some other awesome people,   and you can sign up for my newsletter to stay  up-to-date with my latest updates when I happen to   send them out, I need to do that soon. Click here  to check out my latest video, it’s about whether   or not players can “break” your games. I’m on a  roll, I’m tackling *all* of the ways people blame   players for things I think are not actually a real  problem. Until next time, play fair and have fun! LIAM: Just so we're clear, everybody–  I'm going to switch back to Liam– This is a game!   (laughter) This is a game. Which camera's on me? This is a game!
Info
Channel: SupergeekMike
Views: 48,515
Rating: undefined out of 5
Keywords: Dungeons & Dragons, Dungeons and Dragons, D&D, RPGs, TTRPG, TTRPGs, DMing, Dungeon Master, Dungeon Mastering
Id: tl0aTXq7eQE
Channel Id: undefined
Length: 42min 49sec (2569 seconds)
Published: Mon Apr 22 2024
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