Watch Us Roll - Shelly Jones
Watch Us Roll - Shelly Jones
OceanofPDF.com
Watch Us Roll
Essays on Actual Play and Performance in Tabletop -
Role-Playing Games
Edited by Shelly Jones
Studies in Gaming
Series Editor Matthew Wilhelm Kapell
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Studies in Gaming
The Play Versus Story Divide in Game Studies: Critical Essays (Matthew Wilhelm Kapell, editor, 2016)
Player and Avatar: The Affective Potential of Videogames (David Owen, 2017)
Speedrunning: Interviews with the Quickest Gamers (David Snyder, 2017)
The Minds Behind the Games: Interviews with Cult and Classic Video Game Developers (Patrick Hickey,
Jr., 2018)
The Postmodern Joy of Role-Playing Games: Agency, Ritual and Meaning in the Medium (René
Reinhold Schallegger, 2018)
Responding to Call of Duty: Critical Essays on the Game Franchise (Nate Garrelts, editor, 2018)
Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today (Marco
Arnaudo, 2018)
Storytelling in Video Games: The Art of the Digital Narrative (Amy M. Green, 2018)
Teach Like a Gamer: Adapting the Instructional Design of Digital Role-Playing Games (Carly Finseth,
2018)
Video Gaming in Science Fiction: A Critical Study (Jason Barr, 2018)
The Composition of Video Games: Narrative, Aesthetics, Rhetoric and Play (Johansen Quijano, 2019)
Forum-Based Role Playing Games as Digital Storytelling (Csenge Virág Zalka, 2019)
Narrative Design and Authorship in Bloodborne: An Analysis of the Horror Videogame (Madelon
Hoedt, 2019)
The Pokémon Go Phenomenon: Essays on Public Play in Contested Spaces (Jamie Henthorn, Andrew
Kulak, Kristopher Purzycki, Stephanie Vie, editors, 2019)
The Minds Behind Adventure Games: Interviews with Cult and Classic Video Game Developers (Patrick
Hickey, Jr., 2020)
The Minds Behind Sports Games: Interviews with Cult and Classic Video Game Developers (Patrick
Hickey, Jr., 2020)
Rerolling Boardgames: Essays on Themes, Systems, Experiences and Ideologies (Douglas Brown, Esther -
MacCallum-Stewart, editors, 2020)
What Is a Game? Essays on the Nature of Videogames (Gaines S. Hubbell, editor, 2020)
Women and Video Game Modding: Essays on Gender and the Digital Community (Bridget Whelan,
editor, 2020)
The Minds Behind Shooter Games: Interviews with Cult and Classic Video Game Developers (Patrick
Hickey, Jr., 2021)
Roleplaying Games in the Digital Age: Essays on Transmedia Storytelling, Tabletop RPGs and Fandom
(Stephanie Hedge and Jennifer Grouling, editors, 2021)
Strictly Fantasy: The Cultural Roots of Tabletop Role-Playing Games (Gerald Nachtwey, 2021)
Who’s in the Game? Identity and Intersectionality in Classic Board Games (Terri Toles Patkin, 2021)
Playing with the Guys: Masculinity and Relationships in Video Games (Marc A. Ouellette, 2021)
Being Dragonborn: Critical Essays on The Elder Scrolls V: Skyrim (Edited by Mike Piero and Marc A.
Ouellette, 2021)
Watch Us Roll: Essays on Actual Play and Performance in Tabletop Role-Playing Games (Shelly Jones,
editor, 2021)
The Minds Behind Sega Genesis Games (Patrick Hickey, Jr., 2021)
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This book has undergone peer review.
Notes
1. And yet, here we are seven years later, and we have the Mercer effect: the “unrealistic expectations
of new Dungeons & Dragons players who believe their games will be similar to Critical Role”
(Girdwood), so perhaps my initial nervousness about my acting ability wasn’t completely
unwarranted.
2. See https://www.dianajonesaward.org/.
3. Thankfully, this had not been my first GenCon experience. At my first con, it took me three passes
to walk up to the Table Titans booth because I couldn’t muster up the courage to talk to the artist,
Scott Kurz, who, for several years, was also part of Acquisitions Incorporated. “I’ve seen him on the tv,”
I tried explaining to my husband, who wondered where his confident, professorial wife had wandered
off to and who this puddle-person was next to him.
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Introduction
From Actually Playing to Actual Play
Shelly Jones
Appendix
While it would be impossible to include information about every single
actual play podcast and stream, it is important to me to acknowledge
additional shows out there not referenced in these essays. When creating
this edited collection, I noticed that the majority of the proposed essays were
dedicated to, what are arguably, the more popular actual play media: Critical
Role, The Adventure Zone, and Acquisitions Incorporated. However, there are
many, many other creators and players out there, featuring mainstream and
indie role-playing game systems alike. Please note that this list is by no
means exhaustive and merely scratches the surface of available content. If
you are interested in discovering other podcasts, I highly recommend
www.rpgcasts.com, a very thorough directory of role-playing game shows.
In particular, RPG Casts is dedicated to highlighting podcasts created by or
featuring marginalized folks.
Acquisitions Incorporated
https://www.penny-arcade.com/podcasts/show/ai
Starting off as a D&D 4e podcast, this collaboration between Penny
Arcade and Wizards of the Coast quickly became a much-beloved actual
play. The cast, which has changed over the years, plays live at the PAX
(Penny Arcade Expo) shows throughout the year. Acquisitions Incorporated
is now officially part of the world of Dungeons & Dragons with a campaign
book featuring how to franchise on adventuring.
Acquisitions Incorporated: The “C” Team
https://www.youtube.com/playlist?
list=PLjZRIC6PMEFkWSAyAcwsiqCIbKXe9lMoF
A spin-off of the Acquisitions Incorporated, this weekly actual play
livestream and podcast is DMed by Jerry Holkins, a player in the original
series. This group also features live shows at various PAX events.
The Adventure Zone
https://www.themcelroy.family/theadventurezone
Originating as a one-off of the My Brother, My Brother, and Me podcast,
The Adventure Zone quickly garnered critical acclaim as its own podcast on
the Maximum Fun network. The Adventure Zone now features multiple
campaigns and different tabletop RPG systems including D&D, the FATE
system, the Monster of the Week system, the Urban Shadows system and
more.
Bombarded
https://bombardedcast.com/
A combination of actual play and concert, this podcast features musicians
playing bards in various Dungeons & Dragons campaigns.
Critical Role
https://critrole.com/
Arguably the most popular actual play, Critical Role started off as a live-
streamed show through the Geek and Sundry channel. Their two larger
campaigns are based off of Dungeons & Dragons, but they often produce -
one-shots that showcase indie RPGs such as the much-beloved Honey Heist,
a free, one-page RPG created by Grant Howitt.
D&D Live 2020: Roll with Advantage
https://dnd.wizards.com/dndlive2020
A special three-day event hosted by Wizards of the Coast featuring
multiple live streamed sessions. This event served as a promotion for the
newest campaign adventure book, Icewind Dale: Rime of the Frost Maiden, as
well as a fundraiser to support the charity Red Nose Day Fund.
D&D Presents
https://dnd.wizards.com/articles/events/dd-presents
A newer official Wizards of the Coast actual play show, D&D Presents:
T.O.R.C.H. was announced in the Fall of 2019, with a planned debut in
Spring 2020. The Covid-19 pandemic seems to have affected the premiere of
this show, which was to feature long-time professional DM, Chris Perkins.
D20 Dames
https://d20dames.com/
This bi-weekly podcast features an all-woman cast playing Dungeons &
Dragons. In their three seasons of content, they frequently have special guest
stars on their episodes. This show is also very conscientious about providing
trigger warnings regarding the content of their episodes.
D20 Live
https://www.youtube.com/user/D20Live
First created in 2012, D20 Live is a livestream show out of Canada that
features videos about how to DM, live tutorials of on various role-playing
game systems (e.g., Fate, Paranoia, Shadowrun, etc.), and various campaigns
(e.g., Dark Sun, Legend of Five Rings, etc.).
Dark and Dicey
https://dnd.wizards.com/articles/events/dark-dicey
DMed by Kaiji Tang, this short-lived actual play told the story of a group
of shipwrecked villains who encounter a tyrannical Mageocracy on an island
nation. The twenty-two episodes can be found on youtube.com and Twitch.
Dice, Camera, Action
https://www.youtube.com/playlist?
list=PLfS8QgUdeGYo8F3RPUQ2Wsi2mZLPcaU6X
DMed by the prolific Chris Perkins, Dice, Camera, Action was a much-
beloved actual play podcast that lasted for four seasons. Another official
Wizards of the Coast product, this show featured live play-throughs of
Dungeons & Dragons campaign books (e.g., Curse of Strahd, Storm King’s
Thunder, etc.).
DiceStormers
https://www.youtube.com/channel/UCiHMbAFXhVslHs0wPd8-JrA
Created in 2011, DiceStormers is an actual play show that varies its
campaign materials. They have played systems such as Pathfinder, Call of
Cthulhu, Shadowrun, and more. They also feature “how to” videos for
budding DMs to learn how to run various campaigns as well as videos on
generating characters for players.
Dimension 20
https://www.youtube.com/channel/UCC8zWIx8aBQme-x1nX9iZ0A
A product of the internet comedy company College Humor, Dimension
20 features six campaigns DMed by Brennan Lee Mulligan with rotating cast
members. With over 120,000 subscribers on YouTube, this show is a very
popular actual play.
Dragon Friends
https://thedragonfriends.com/
An Australian comedy podcast, Dragon Friends has six seasons of
content. Many of their episodes are performed as comedy shows before a
live audience (though this format was unfortunately cancelled due to the -
Covid-19 pandemic).
Dungeon Dome
https://www.kickstarter.com/projects/oneshotpodcast/dungeon-dome-
season-1
Combining Dungeons & Dragons with professional wrestling, Dungeon
Dome is an actual play show created by James D’Amato of One Shot podcast
fame. A successful Kickstarter in 2018 allowed for the creation of 15
episodes of the livestreamed show that can be found on YouTube.
Dungeon Drunks
https://www.dungeondrunks.com/
Dungeon Drunks is a weekly actual play podcast using the Dungeons &
Dragons system. Initiated by a convention charity game, this group
frequently plays in order to raise money for Extra Life, a fundraiser that
emphasizes the power of play for children in need.
Dungeons & Daddies
https://dungeonsanddaddies.com/
On the surface, it is what it says: dads playing Dungeons & Dragons.
Beneath that surface, however, are five professional writers and actors who
make content for their living, in addition to playing D&D. The show began
in January 2019 and still is being produced as of this writing.
Encounter Party!
https://encounterparty.com/
Using Dungeons & Dragons as their ruleset, Encounter Party! is a podcast
that features five professional actors. They have two seasons, Living in
Fantasy and a run through of Ravnica, and are currently producing a third
campaign, Islabrea.
Encounter Roleplay
https://www.youtube.com/c/EncounterRoleplay/featured
A U.K.-based actual play livestream, Encounter Roleplay was created in
2015. They feature a variety of gaming systems including Dungeons &
Dragons, Warhammer, Alien, Zweihander, Masks, Call of Cthulhu and more.
The End of Time and Other Bothers
https://albasalix.com/other-bothers/
This bi-weekly actual play podcast features the Dungeon World
roleplaying system. They emphasize that in the content of their shows, no
animals are harmed. In addition to links to their podcast and patreon page,
their website features links to their character sheets, allowing listeners to
immerse themselves further into their content.
Fandible
https://fandible.com/
Featuring many indie role-playing games (e.g., Ten Candles,
Monsterhearts, Dread, Masks, Blades in the Dark, etc.), Fandible has a little
something for everyone and is a great choice of podcast for those who want
to see many different flavors of RPGs. They feature both one-shot and
campaigns and produce content weekly.
A Fist Full of Dice
https://www.youtube.com/c/aFistfulofDice/
Started in 2012 by Matt Click, this actual play livestream features episodes
with multiple game systems including Dungeons & Dragons, Pathfinder, Call
of Cthulhu, and more. This project also features how-to videos with tips and
advice for DMs and players alike.
Force Grey
https://dnd.wizards.com/articles/features/force-grey-giant-hunters
A collaboration between Wizards of the Coast and The Nerdist, Force Grey
was a web-series created to promote new D&D campaign books (e.g., Storm
King’s Thunder and Tomb of Annihilation). DMed by Matthew Mercer
(Critical Role), the cast featured several famous actors including Joe
Manganiello, Ashley Johnson, Chris Hardwick, Deborah Ann Woll, and
more.
Ghostpuncher Corps
https://ghostpuncher.net/corps/
Set in the world of Ghostpuncher, this actual play podcast features a
diverse cast who play hunters gathering entities that have escaped Hell.
Emphasizing accessibility, their website features transcripts of their episodes
in addition to audio links.
Girls, Guts, Glory
https://www.girlsgutsgloryrpg.com/
An all-woman cast, this weekly livestream features friends playing
Dungeons & Dragons in costume. If you are interested in cosplay or just
want to see beautiful costumes and excellent narratives, this livestream is a
must.
Glass Cannon
https://glasscannonnetwork.com/
An official podcast of Paizo, the company that creates the Pathfinder RPG
system, Glass Cannon provides weekly content. Highly regarded, this
podcast offers shorter episodes averaging between forty-five and ninety
minutes.
Godsfall
https://godsfall.simplecast.com/
Combining Dungeons & Dragons 5e with some homebrew elements,
Godsfall began in 2015. In addition to weekly content, the creator, Aram
Vartian, has produced two successful Kickstarters to publish the Godsfall
worldbook and a campaign book, Rise of the Demigods.
Greetings Adventurers (previously known as Drunks and Dragons)
https://geeklyinc.com/tag/greetings-adventurers/
With nearly four hundred episodes created (as of this writing), this
weekly podcast is one of longest lasting. Begun in 2012, Greetings
Adventurers is an award-winning podcast using the Dungeons & Dragons
RPG system.
Happy Jacks RPG
http://www.happyjacks.org/
Started in 2012, this actual play and advice show provides a wide variety
of content featuring many different RPG systems. Featuring a diverse cast,
Happy Jacks emphasizes being approachable and accessible to new and
veteran players alike.
HarmonQuest
https://vrv.co/series/GRNQZ129R/HarmonQuest
What began as a bit in a stand-up comedy act by Dan Harmon, creator of
Community and Rick and Morty, has developed into a multi-season adult
cartoon. The stand-up episodes can be found on the Harmontown D&D
YouTube channel. HarmonQuest, the tv show, was on the VRV network and
can now be found on Amazon Prime Video.
Heart Beats
https://www.heartbeatspodcast.com/
Using a homebrewed version of the Ryuutama RPG system, Heart Beats
began in 2018. This show resists the typical epic fantasy and instead focuses
on the everyday lives of folks living in a fantasy realm.
Heroes of the Vale
https://dnd.wizards.com/articles/events/heroes-vale
Another Wizards of the Coast creation, this actual play livestream lasted
35 episodes and was DMed by Todd Kenreck, Content Director for D&D
Beyond. The episodes can be found on the D&D Beyond YouTube channel.
High Rollers
https://www.youtube.com/channel/UC3qtZRMtWNaD2Q96STxgOrA
DMed by Mark Hulmes, High Rollers is an actual play livestream out of
the UK that uses the Dungeons & Dragons system. To date, this is the largest
RPG stream in Europe and boasts over 80,000 subscribers on YouTube.
Join the Party
https://www.jointhepartypod.com/
This bi-weekly podcast began in 2017 and has multiple campaigns as well
as one-shot episodes featuring indie RPGs. With an emphasis on
worldbuilding and helping new gamers, Join the Party includes pre-game
episodes to highlight the creative process behind the gaming sessions.
Maze Arcana
https://www.youtube.com/channel/UC6N3-Mjh3VdU0lOU7sBewAA
Co-created by Satine Phoenix and Ruty Rutenberg, Maze Arcana was
another actual play livestream sponsored by Wizards of the Coast. The
livestream included multiple campaigns such as the Inkwell Society set in
Eberron, the all-woman gaming group of Sirens of the Realm, as well as the
Theogony of Kairos campaign DMed by B. Dave Walters.
Missclicks
https://wiki.roll20.net/Misscliks
Missclicks began with the intention of being an online community
dedicated to increasing representation of women within gaming. Acting as
advocates and role models, Missclicks created multiple series and campaigns
featuring all-woman and diverse casts.
Nerd Poker
https://nerdpokerpod.com/
Featuring actor Brian Posehn and friends, Nerd Poker began as a home
game that eventually was recorded starting in 2012, with a reboot in 2016.
This weekly podcast uses the Dungeons & Dragons RPG system and has
several campaigns worth of material online.
Not Another D&D Podcast
https://www.naddpod.com/
With over a hundred episodes and a successful Patreon, Not Another
D&D Podcast is a weekly show in which DM (Direct Messenger) Brian
Murphy (also in the cast of Dimension 20) runs the players, affectionately
known as the Band of Boobs, through adventures in the realm of Bahumia.
One Shot Podcast
http://oneshotpodcast.com/
A network of gamers and designers, One Shot Podcast features monthly
games with rotating casts. Their goal is to explore and showcase many
different types of role-playing games, emphasizing indie games and diverse
designers.
Rivals of Waterdeep
http://www.rivalsofwaterdeep.com/
An official Wizards of the Coast actual play livestream, Rivals of Waterdeep
showcases a diverse cast of players including Tanya DePass of
#INeedDiverseGames, Brandon Stennis, Shareef Jackson, Masood Haque,
and Latia Bryant among others. In addition to six seasons of campaign
content, their episodes also include conversations about diversity in gaming
and the occasional one shot.
Stream of Annihilation
https://dnd.wizards.com/streamofannihilation
A promotional event to showcase the publication of the Dungeons &
Dragons campaign guide Tomb of Annihilation, this two day stream included
ne-shot games by many of the gaming groups included on this list such as
o
Dice, Camera, Action, Acquisitions Incorporated: The “C” Team, Girls, Guts,
Glory and more.
Stream of Many Eyes
https://dnd.wizards.com/articles/events/some
Another promotional event by Wizards of the Coast, this three-day event
showcased the publication of the Dungeons & Dragons book Mordenkainen’s
Tome of Foes. The stream included one-shot games by members from several
actual play media including Critical Role, Force Grey, and High Rollers.
Titansgrave
https://titansgraverpg.com/
GMed by Wil Wheaton, this ten-episode actual play show was a product
of Geek and Sundry. A science fantasy setting mixing magic with
technology, a Titansgrave companion book using the Fantasy AGE RPG is
available through Green Ronin Publishing.
20 Sided Stories
https://www.20sidedstories.com/
A combination of comedy and role-playing game, this podcast features a
variety of tabletop RPG systems and guarantees a complete arc within 16
episodes or less.
Very Random Encounters
https://vre.show/
Produced weekly, this actual play podcast showcases different role-
playing systems in both campaign and one-shot episodes. Some of the RPGs
they have played include Dungeons & Dragons, Tales from the Loop, Monster
of the Week, Fiasco, One Last Job and more. Unlike many shows, Very
Random Encounters keep their episodes to a manageable 30 to 45 minutes in
length.
You Meet in a Tavern
https://youmeetinatavern.podbean.com/
A bi-weekly Dungeons & Dragons 5e podcast, You Meet in a Tavern boasts
nearly a hundred episodes of content. Their second season, VOID, is set in a
dystopian Pokémon world.
Notes
1. A 2019 SNL skit portraying D&D players as “pocket protector clad nerds from the 80s”
(@nichterhorst 4/8/2019) led to a battle cry from the Internet to share #dndselfie—photos of what
D&D players really look like. Hint: it’s everyone.
2. See Hall 2017.
3. See Hall 2018.
4. Significantly, these numbers only reflect the popularity of Dungeons & Dragons specifically, and
not all role-playing games out there. There are myriad indie role-playing games that folks are also
playing, which are not included in statistics or studies like these. According to a recent study
conducted by the Orr Group Industry examining games played on Roll20.net, a virtual tabletop
simulator, a little more than half of the games played are Dungeons & Dragons (Hall 2019).
5. See Alimurung, Armstrong, Gilsdorf, Sjoberg, and Stuart among many others.
6. See the Red Nose Day video from 2019.
7. See Jones (2016), Trammel (2016, 2019), and Stenros and Tanja Sihvonen (2016) for more on this
topic.
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please consider a donation and learn more about their work: http://farmworkerjustice.org <3
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Hoffer, C. (2019, September 27). Critical role is getting Funko Pop!, action figures, and more.
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Jones, S. (2018, March 5). Blinded by the roll: The critical fail of disability in D&D. Analog Game
Studies, 5(1). Retrieved from http://analoggamestudies.org/2018/03/blinded-by-the-roll-the-critical-
fail-of-disability-in-dd/.
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Deterding & J. Zagal (Eds.), Role-playing game studies: A transmedia approach (pp. 364–376).
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Mercer, M. (2017). Critical Role Tal’Dorei campaign guide. Green Ronin Publishing.
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selfies to remind folks that D&D doesn’t look like pocket protector clad nerds from the 80s. We’re
out here being nerds now and our brand of socially awkward is frankly much more entertaining
(bonus points for dice pics) [Tweet]. Retrieved from
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from https://www.bloomberg.com/news/features/2019–07–08/how-to-be-a-professional-dungeons-
dragons-master-hosting-games.
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OceanofPDF.com
What Is Actual Play?
OceanofPDF.com
Actual Play Reports
Forge Theory and the Forums
Evan Torner
The Forge
The Forge was an Internet forum that developed a lasting online
community, an independent publishing movement, and a body of RPG
theory with which present-day developers and players still wrestle. Those
who helped found the forum in 2001 and run it until its closure in 2012
included Ed Healy (Gamerati podcast), Ron Edwards (Sorcerer), Vincent
Baker (Apocalypse World), and Clinton R. Nixon (The Shadow of Yesterday).
The forum not only empowered its discussants with the tools and support to
publish their own RPGs, regardless of commercial viability or subject
matter, but also preserved its own unique-if-frustrating Socratic form of
dialogue about RPGs. Paul Czege’s My Life with Master about a sado-
masochistic relationship between a mad inventor and his servants, Julia
Ellingboe’s Steal Away Jordan about slaves rebelling in antebellum 19th
century America, Vincent Baker’s Dogs in the Vineyard about law-enforcing
Mormon cowboys, Emily Care Boss’ Breaking the Ice about going on three
dates, Ben Lehman’s Polaris about tragic Arctic knights, and countless other
influential indie RPGs from last decade emerged thanks to interactions with
this forum and its adherents. In a positive light, Forge theory, as Boss writes,
“benefited from being derived from a mixture of theoretical analysis, critical
commentary, accounts of applied play and hands on design” (Boss 2008, p.
232) In a negative light, Forge theory, was marked by an “over-reliance on
obscurantist jargon … churlish moderation, and … a refusal to engage with
anyone who hasn’t already absorbed hundreds of pages of prior online
discussion” (White 2015, p. 85). As a discourse community, the Forge thus
proved the site of many contradictions: between intellectual rigor and
outright anti-intellectualism, welcoming gestures and in-group policing,
critical engagement and overt groupthink.
Whatever one thinks of the Forge, however, it cannot be disputed that the
inventor of the term “actual play” in Internet forum parlance was Ron
Edwards, chief interlocutor of the forum. It happened in May 2001, shortly
after the forum’s creation, in response to a thread by poppocabba (2001)
entitled “we need a gaming method forum.” The original poster (OP) sought
a rigorous method that “applied to playtesting as well as more non-
mechanical aspects of game design.” The need was seen to cut through the
fog generated by many independent TTRPG designers discussing mechanics
and theoretical structures without grounding them in lived player
experience. Or, as Paul Czege (2019) put it: “It’s pretty impossible to tell if a
tabletop RPG is any good just from listening to the designer talk about it.”
Less than 48 hours after poppocabba’s post, Edwards offered the following
response, which now marks a turning point in TTRPG history:
Actual Play
In other words, the forum is for discussing actual role-playing experiences, system applications,
settings in action, and usage of text and so on. I *really* do not want to see a “general topics” forum
on the Forge, and I want to stay focused on the real point of the site: development and promotion of
independent RPGs.
So an “Actual Play” forum would be a great place to discuss how these games WORK, and I think
it would serve Poppocabba’s point perfectly, and keep the “well what if ” and “this would happen”
vaporing out of it [Edwards, inpoppocabba 2001].
Edwards’ post would inaugurate the practice of posting “AP reports,” which
would more-or-less follow his prescribed format: seeing the system in action
through the lens of a game facilitator or player. Reports of play had been
features of wargaming and TTRPGs and magazines since the 1960s and ’70s;
Actual play reports were something different. They meant the public, critical
probing of a game’s text and rules through play: what worked, what didn’t
work, what was innovative and needed streamlining. It was a heuristic
concept of play: play that informed designers about their designs, created in
order to improve future designs (White 2015).
Actual play in the Forge tradition was one of its sacred doxa: that play
itself should inform any new theory about RPGs, and that the games being
played were fundamentally about the players themselves. This was not just a
mere talking point: the Actual Play forum received much more traffic than
the sections associated with Theory, and received much more attention and
moderation overall (White 2015). The expectations of an actual play thread
were to deliver a detailed, thick description of how an RPG worked when
actual players played it, i.e., used it to structure their conversation. Was the
core loop of the game coherent? Did players make use of relevant sub-
systems? Did the fiction produced indeed resemble the desired genre? The
actual play thread demonstrated proof of concept, while also weaving a
certain kind of story interrupted with notes about how the players and
system engaged with that story.
Actual play threads averaged in density of around 10 posts, often with a
respondent from among the senior members of the forum interrogating the
OP about their actual game experience. OP Motipha (2012), for example,
writes of the complicated story situation of his game of In a Wicked Age, a
game of backstabbing Babylonian fantasy:
abni-Ishtar will give Dolawat a child, if she promises to help banish Ku-aya. Dolawat is willing to
T
agree, but here’s the rub: Ku-aya still has advantage over both those two characters. By negotiating,
one of them has to agree to drop out of the fight, and Dolawat is the one who wanted to drop out,
but Ku-Aya doesn’t want her out yet: she still has a stick to wield.
He receives a reply from the author of the game himself (Baker) that their
players’ negotiation is indeed tricky. Interestingly enough, this 2012 example
also shows the actual play movement as performative as well: “We record our
sessions for AP on the Jank Cast podcast, and I’ll link when this one is
shared” (Motipha).
Yet an even more evocative example of the shift from actual play as
heuristic (play as informing game design) to performative (play as
entertainment for others to consume) is found in the Forge actual play
threads. During this final “Winter” phase of the Forge, Nolan Jones
(NolanTJ 2012) chose to post a personal history of how he came to develop
Roll20, an online virtual tabletop app that now (in 2019) represents the
primary instrument connecting over two million users to virtual tabletop
RPG sessions. Roll20 allows players to seamlessly control information in a
shared “tabletop” era and broadcast content of interest to both the group
itself and the wider audience watching it play. Joined with Twitch and
YouTube, it constitutes a powerful tool in the kit of industry up-and-comers
such as the One Shot Podcast or The Gauntlet. But none of this could be
necessarily foreseen in 2012. In 2012, Jones was simply a poster on The
Forge.
The response to Jones’ post was from none other than Edwards, chief
moderator and figurehead of the site at the time. As if singling out Jones to
make a point, Edwards zeroed in on a side comment Jones had made (“and
Gamma World … oh Gamma World”) and replied “I’d really like to learn
more about your specific experiences with Gamma World. Your post implies
that you really found what you wanted in role-playing at that point, and
perhaps that you applied whatever principles were involved to your own
designs.” Jones responded with what would have likely been seen as a
heretical comment in The Forge: “I just think Gamma World is loads of fun.”
Within a short while, Edwards returns to the thread: “If you can’t anchor the
discussion in this thread with some specific discussion of a real play-
experience, then I will close the thread.” Edwards then did so, as moderator.
This hostile exchange illustrates a notable moment in RPG history.
Edwards as moderator was sticking by the Forge’s principles: to keep
discussions focused as well as free of self-promotion or explicit RPG
ideology. The point of the Actual Play forum was to demonstrate how play
was impacted by the various systems derived by people at The Forge and
elsewhere. Of course, Jones’ system would impact the play of millions at
mass scale: he and his team would raise $40,000 on Kickstarter the following
year, and even become one of the main Internet hubs for Dungeons &
Dragons 5th Edition material. Roll20 would enable these players to
document and broadcast their actual play experiences for others to
consume, which of course means an absolute expansion in the very “play”
data set from which The Forge said it drew. And yet in 2012, Edwards chose
to shut down discussion of this performative tool to make a point about the
heuristic value of one of Jones’ play experiences (which winds up never
being described in any case). In this instant and within broader historical
context, Edwards looks particularly like an inflexible bully incapable of
seeing the future of actual play for the hobby he ostensibly cares deeply
about. Jones looks particularly like a naïve outsider who is also shilling for
his homebrew virtual tabletop system in perhaps the wrong thread. Two
birds passing each other in the night.
OceanofPDF.com
Birth of a New Medium or Just Bad TV?
Framing and Fractality of Actual Play
Julia J.C. Blau
Exclusion Criteria
Actual play draws inspiration and uses techniques from a variety of
narrative mediums; however, it cannot be said to belong to any of them.
While what follows is not an exhaustive list of all narrative mediums, it is
sufficient to illustrate that actual play meets the exclusion criteria—actual
play does not fully meet, nor is it fully met by, any of the existing categories.
Storytellers
Storytelling has existed for all of recorded history; indeed, it is how
history was recorded prior to the advent of the written word. Even cave
drawings that date as long as 35,000 years ago are thought to be an early
form of storytelling (Aubert et al., 2014), either as a pictograph or as a visual
aid to an oral performance. The tradition of oral narration is widespread:
From the Griots of West Africa (Hale, 1997), to the Pingshu of China
(Børdahl, 2013), to the Dastangoi of the Urdu (Farooqui, 2011), to the bards
and minstrels of Western civilization (Schuchard, 2008), it seems as though
storytelling is a near-universal art form.
Actual play cannot be conceived of as part of the storyteller medium.
First, storytellers typically told and re-told the same narratives (Lord,
Mitchell, & Nagy, 2000); actual play looks to create new stories. Additionally,
the narrative in actual play is a collective art, while storytellers are usually a
single orator. Most importantly, traditional storytellers practice their art live,
in person; actual play is often (though not exclusively) consumed after-the-
fact and usually on a digital screen.
Live Plays/Theater
Born out of the tradition of oral storytellers, live theater was likely first
created in Athens in the 4th century bce (Brown, 2013; Goldhill, 1997). Few
of the earliest works survive, but those that do suggest there is a difference
between the earliest plays and modern theater. First, the influence of the
previous medium (i.e., storytelling) is remarkably pervasive in early works.
Narrators, expository asides, and soliloquies are common—all of which tell
rather than show the story (Clemen, 2004). Over time, that tradition has
become less common.
Plays differ from storytelling in a variety of ways. First, plays are usually
(although not always) a result of group effort—an assemblage of actors,
director, playwriter, etc., collectively produce a play. Second, an innovation
of live theater is the “fourth wall” (roughly the 16th century; Bell, 2008).
This is a dramatic practice whereby the actors pretend that a wall separates
them from the audience—the audience observes the action through the wall,
but the actors pretend they are alone. This innovation allowed for a new type
of storytelling, one where the story was intentionally and obviously divorced
from the personalities of the actors. They become someone else. Ultimately,
this practice led to what Coleridge (1817) called the “willing suspension of
disbelief ”—that is, the audience treats the play’s events as if they are real (if
at some remove). Whole swaths of theater (and later film and television)
practices exist to maintain that suspension of disbelief.
Actual play is not part of the live theater medium. While actual play
retains the group nature of plays, the presentation of the narrative is
categorically different. For one, they cannot be said to have the “fourth wall”
in quite the same way. There is no intention to convince the audience that
what they are watching is reality: The players talk to the audience by looking
at the camera, mention that they are playing a game, and even go so far as to
talk about the fact that they are talking about the game. And while some
experimental theater has been known to have this type of self-referential
dialogue (even Shakespeare’s “All the world’s a stage…” speech [Shakespeare,
2007], could be considered a tongue-in-cheek metareference), it is not
typical of the play medium. Moreover, in actual play, the personalities of the
players are nearly as important as the personalities of the characters when it
comes to viewer enjoyment.
With few exceptions, the action of the narrative (that is, the physical
movement of the characters) is enacted physically by the players in a play,
whereas in actual play it is carried out through oral description and
(sometimes) the movement of small representations (i.e., “miniatures” or
simply “minis”) of the players’ characters and non-player characters (NPCs)
on a “battle map” (i.e., a depiction of the landscape in which the scene is
taking place). Additionally, once again, actual play is a digital video medium
and so is consumed completely differently from plays, in which the audience
is co-located with the actors.
Improvisational Theater/Film
In most narrative mediums, the narrative is entirely created ahead of
production. In improvisational theater (which could include live theater or
films with improvisational content), any amount of the narrative might be
created during the performance. The first known improvisational theater
was the Atellan Farce in Italy in 300 BCE (Smith, 1964), which evolved into
the well-loved commedia dell’arte in the 16th–18th century (Lea, 1962). In
these productions, the actors might have tropes and broad outlines to follow,
but all dialogue was invented in the moment. In its more modern form,
improvisational theater is often used for short comedic effect (as in Whose
Line Is It Anyway?; Leveson & Patterson, 1998), although some theater
companies (e.g., Second City, https://www.secondcity.com/; The New Colony
http://thenewcolony.org/) also use improvisational techniques for character
and scene development during pre-production and even for portions during
the performance itself. However, in typical modern improvisational theater,
the entire show is never improvised live; while the “final” script might
include flexible portions that the actors can experiment with on the day of
the performance, even those portions still achieve pre-written narrative
beats (i.e., emotional or physical events that must be achieved).
This is a continuum, of sorts, within the narrative mediums. On one end
of that continuum are productions that tightly script the narrative: Every
word is chosen in advance, every shot is planned ahead of time, and
production is merely following that set mapping at the highest level of
quality possible. Hitchcock, for example, (in)famously said, “Actors are
cattle” (Truffaut, 1966/1983); by this, he meant that filming was merely a
formality because all of the actual creative work had been accomplished
ahead of time (by him). In contrast, other productions (such as The One I
Love, 2014), might allow the actors to improvise their dialogue, but the
narrative beats are scripted ahead of time. The vast majority of productions
exist between these two extremes.
Actual play could be considered an extension of this spectrum. For most
RPG and actual play groups, the GM likely has some narrative beats
planned, but the players theoretically have free reign to improvise whole
scenes. The biggest difference between improvisational theater or film and
actual play—and what sets actual play apart—is that the choices made by
players as they improvise scenes may result in radical changes to the GM’s
initial plans and by extension, the entire unfolding narrative arc. Given the
typical length of these shows, the GM might have to set aside the entirety of
what they had planned for that episode, forcing the GM to create the next
several hours of story in the moment.
Radio Dramas
Although radio dramas did not last long as a popular medium, they are
worth mentioning because actual play has much in common with them.
Once again, this new medium was an outgrowth from an existing medium:
plays. The first radio drama was broadcast in France in the 1880s (Crook,
2002) and was merely an airing of a theater production over telephone wires.
The medium evolved, and in the 1920s, first real radio dramas were aired in
the United States (Beck, 2000); however—because of the popularity of film
and television—by the 1960s they had all but disappeared (Cox, 2002).
Radio dramas were narratives constructed specifically to be aired live on
the radio—complete with sound effects and dialogue that could convey the
physical actions of the characters without them having to be viewed. For
example, the heroine might say, “No, don’t pick up that chair! It’s an
antique!” to give the audience an idea of the relative movements of the
characters. The stories were often presented in a serial format and were
intensely popular for a short time.
Actual play shows are not radio dramas. They are predominantly a visual
medium, are not primarily consumed live, and are not as tightly scripted as
radio dramas had to be (because of the sound effects). Having said that,
there are some interesting similarities. Actual play shows face the same issue
as radio dramas did, in that the actions of the characters are not (always)
visible to the audience. Radio dramas solved this via the dialogue and sound
effects, but actual play solves it through the players or GM describing the
actions of the characters (e.g., “I walk over and pick up the chair”) and the
movements of “minis” on battlemaps. However, like with radio dramas (and
storytellers before them), the audiences of actual play events construct much
of the visual aspects of the story in their mind. This is also likely why
consuming actual play shows in their podcast format (entirely audio) is
common, with even video-based shows choosing to release podcast versions
of their episodes.
Given the historical precedent of new mediums mimicking old ones for a
time, we would expect to find elements from the previous mediums (i.e.,
film and television) as well as elements unique to actual play. However, if
actual play is, indeed, a new medium, then we would expect a different set of
constraints to apply with regards to those elements. To test this, I collected
information on a number of actual play shows and coded them in terms of
production elements.
Method. An effort was made to collect information on a large selection of
actual play shows that exist in video format. (Given the desire to compare
visual formats, the podcast versions of these shows were not included.) This
resulted in a list of 43 shows across two platforms (YouTube and Twitch).
Each show was then coded for a variety of measures, including:
Panel- or traditional-framing. The framing of the different shows tended
to fall into two broad categories: (1) trying to follow the traditional rules of
film/TV framing or (2) flaunting those rules in favor of panel framing that is
unique to this medium.7 Shows in the first category rarely include the -
Hollywood-esque “wide shot” and even less frequently include the broader
“establishing shot”; however, players are either alone in the shot or in smaller
groups, and editing is used to change which player(s) were being looked at.
Shows in the second category overwhelmingly favored a “panel” style: all
characters (including the GM) present on the screen at the same time (see
Figure 2). Some editing was still present in these shows, but was usually to
present graphics or battle maps.
Figure 2: Panel format preferred by many Actual Play shows. All players are visible (right side of
screen), DM is alone in the top left, character statistics are visible in the bottom left (that space is
also used to display the “battle map” as appropriate).
Editing over time. Nearly all film and television edit over time.8 They film
different angles of the scene at different times and then edit them together so
they appear to happen back to back (for example, in Figure 1, the third panel
might have been filmed hours before the second panel, but in the finished
product the viewpoint jumps instantaneously from one view to the next).
For each of the actual play shows, they were coded in terms of whether any
editing over time was present.
Character statistics. Some shows include a graphical representation of the
character statistics—that is, numerical measures of various aspects of the
characters that dictate how well they will perform at tasks (although the type
and use of these statistics are governed by the specific RPG rule system that
the actual play show uses). For example, a character’s strength statistic might
dictate how much weight they could carry, while their charisma statistic
might dictate how easily they can persuade someone. Some shows had these
statistics constantly present (in a frame around the player’s face); others
periodically showed it as a graphical card in an empty part of the frame.
Regardless of the display method, whether or not character statistics were
displayed was coded.
Sound effects and music. Sound effects and music are nearly ubiquitous in
the world of film and television. Even so-called “silent” films still had a
musical score. Each show was coded for whether they included sound effects
and/or music (collapsing across the two categories).
Edit density. This is a rough measure. Edits were not counted (as they are
in Study 2), but shows were coded by a non-biased research assistant as
having either light editing (i.e., fewer than a handful of edits across the
entire episode), medium editing (i.e., a few edits per minute), or heavy
editing (i.e., edits every couple of seconds).
Results and Discussion. If actual play shows are a new medium, then we
would expect certain historical patterns to hold. In the past, whenever a new
medium is introduced, the emergence is marked by some productions
mimicking the previous medium to ill effect, while others move toward new
production elements that uniquely succeed in the new medium. For our
purposes, if actual play is a new medium, and following historical precedent,
that would predict that those shows using traditional formatting would be
more likely to also exhibit other production elements that are omnipresent
in traditional filmmaking (editing over time, sound effects and music, and
higher edit density), while those with the panel formatting would be more
likely to exhibit production elements unique to actual play (character
statistics). If actual play is merely “bad television” (i.e., television that simply
fails to follow the characteristic production elements), then these patterns
should not emerge (i.e., formatting will have no relationship with
production elements).
To test the new medium hypothesis, chi-square tests for independence
were performed comparing the “panel” variable to all other variables. A
significant difference was found with regards to editing over time, such that
traditionally framed actual play shows were more likely to edit over time and
panel-framed shows were less likely to edit over time, χ2 (1, n = 43), 9.69, p
< .005. Traditionally framed actual play shows were also much more densely
edited than the panel-framed shows, χ2 (2, n = 43), 23.81, p < .001, although
that is somewhat of a trivial result as one of the side effects of the panel
format is that everything of interest is visible, and so editing is not as
necessary. Additionally, there was a non-significant trend toward an effect of
sound effects: Panel-framed shows were less likely to use sound effects
and/or music, while traditionally framed shows were more likely to use
sound effects and/or music, χ2 (1, n = 43), 2.88, p = .09.
Alone, these results could be taken to mean that actual play is just
television that is sometimes done badly. However, if that were the case, then
we would expect traditional framing to significantly predict how many
followers a given show has (a proxy measure for how well-liked the show is).
Contrary to this hypothesis, no significant difference exists between the
traditionally framed shows and the panel framed shows in terms of how
many followers they have, t(1, 37) = 1.5, p = 0.14. Additionally, the chi-
square tests also revealed a significant effect of framing type on whether or
not a graphic of character statistics was included, such that traditionally
framed shows were far less likely to include character statistics than panel-
framed shows, χ2 (1, n = 43), 13.28, p < .001.
Taken together, these results suggest a kind of paradigm shift within
actual play—characteristic of a new narrative medium coming into its own.
That is, there are shows that are still mimicking the traditional modes of
production (alternating shots of characters, editing over time, etc.), and
there are those that are using production elements unique to the actual play
medium (panel framing, character statistics, etc.). If this paradigm shift
follows historical precedent, we will see more shows embracing the unique
production elements and shying away from the old elements over time.
While not explicitly coded, there were a number of other production
elements that are stringently avoided in film and television that were present
in a number of the actual play shows. The two most notable were static shots
and visible production. As mentioned above, films and television will go to
great lengths to avoid the static shot. Instead, camera movements and
perspective changing through editing (to give the feeling of movement) are
standard. In contrast, actual play shows often actively embrace the static
shot. This is particularly true for shows that feature a panel format, which
presents all the characters and often includes other relevant materials (such
as the battle map). Panel format shows usually have little to no movement in
the camera and seldom change the camera angle.
Visible production is when the production equipment (boom
microphones, camera tripods, lighting equipment, etc.) is caught on
camera.9 Largely because of suspension of disbelief, visible production is
stringently avoided in film, television, and even plays (e.g., in plays, set
changes are made in the dark by production members dressed in dark
clothing). However, visible production is not avoided in actual play shows—
at least, not to the extent that it is avoided in films and television (see Figure
3). The microphones are often clearly visible, and no attempt is made to hide
the fact that a production is happening. This set up is more reminiscent of
video productions of radio shows (e.g., The Howard Stern Show; Stern, 1990)
than of narrative-driven video entertainment.
Figure 3: A common editing sequence in Actual Play. The players are wearing headphones and
speaking into visible microphones.
Table 1: Average Descriptive Statistics for Actual Play Show Separated by Two Best and Two
Worst.
All forty episodes were downloaded from YouTube using MacX YouTube
Downloader (Version 5.0.0) and imported into Final Cut Pro (Version
10.4.3) where the edit points were identified. While “edit points” in film or
television typically only include abrupt changes in viewpoint or scene, these
shows also frequently used graphics (i.e., a graphical overlay) as a means of
communicating information about the characters or the scene (e.g., a “stats
card” explaining the attributes of the character might appear on the screen
when that character is the one speaking), and so the appearance and
disappearance of graphics were also counted for these purposes. The inter-
edit-intervals constituted the time series for each episode.
Each time series was subjected to DFA, and an Hedit obtained for each
episode. To see if distance from the typical editing target resulted in
differences in likeability, a difference score was also computed: Hdiff = |Hedit—
0.65|. The length of the episode (in minutes) and the number of edits were
used to compute edit density. Episodes were also coded for whether they
were traditionally framed or panel-framed as defined in Study 1.
Results. Independent-samples t-tests comparing the traditionally framed
shows to the panel-framed shows showed that the traditionally framed
shows were closer to the editing target of Hedit = 0.65. Or in other words, Hdiff
was significantly lower in the traditionally framed shows (M = 0.09, SD =
0.07) than in the panel-framed shows (M = 0.16, SD = 0.10), t(38) = 2.50, p
< .05. This is in keeping with the results from Study 1, which suggested that
there are some actual play shows that are still attempting to mimic -
television-like structure but that others are exploring other production
methods.
Interestingly, the traditionally framed shows also had a significantly
higher edit density (M = 7.8 edits/min, SD = 4.2) than the panel-framed
shows (M = 1.8 edits/min, SD = 1.2), t(38) = -4.8, p < .001. Findings by Blau
and Carello (in press) suggest that professionally made films have an edit
density of 9.92 edits/minute (SD = 4.9, n = 15). That is not significantly
different from the traditionally framed actual play shows, t(41) = 1.49, p =
0.14 but it is significantly different from the panel-framed actual play shows,
t(25) = 5.59, p < .0001. Traditionally framed shows were also shorter (M =
102.2 minutes, SD = 65.15) than the panel-framed shows (M = 176.7
minutes, SD = 48.75), t(38) = 3.55, p < .005.
Once again, the foregoing results on their own might suggest that actual
play shows are merely film or television done poorly; however, if that were
true, we would expect that the traditionally made shows would be better
liked than the non-traditional shows. Consistent with my predictions, that is
not the case, as an independent-samples t-test showed that framing had no
effect on relative dislike, t(38) = -1.25, p = 0.22.
Additionally, if actual play shows were film or television that was
sometimes done badly, then we would expect deviations from the “target” of
Hedit = 0.65 to result in a drop-off in viewer enjoyment (as we see in
deviations from that target in films; e.g., Blau, 2011; Blau & Carello, in press).
Again, this is not the case: Hdiff was not correlated with relative dislike,
Pearson’s r = 0.272, n = 40, p = 0.1, two tails.
It is possible that the appropriate “target” for editing could be a different
number for actual play than it is for film and television. If that were the case,
we would expect a curvilinear relationship between Hedit and relative dislike,
such that there was a point where the liking was maximized (i.e., the relative
dislike variable was minimized). However, such was not the case (see Figure
4). A polynomial regression model of relative dislike on Hedit was not
significant in either the linear or the quadratic terms, F(3, 36) = 2.154, p =
.11. While it is difficult to draw too many conclusions from null findings, it
is interesting that none of the Hedit constraints that usually apply to films
(even with a comparable sample size; see Blau, 2011) seem to apply here.
Figure 4: The quadratic best-fit on H by relative dislike was not significant, explaining only 5
percent of the variance. See Table 1 for symbol key.
Element of Chance
In all other narrative entertainment, choices are made deliberately as to
whether something will “work.” That is, if the main character attempts to
persuade a shopkeeper to let them hide in a back room while the “bad guys”
are looking for them, the choice is made by the writers as to whether the
shopkeeper will allow it, usually based both on how that choice would play
out in the broader narrative of the film and how it fits with the motivations
of the characters involved. In actual play, the players suggest actions they
would like to take, and then they roll dice to see whether they are successful;
in the current example, the player character would roll a die to determine
how successful they were in their attempt at persuasion. Although characters
typically have specific characteristics and skillsets that can influence dice
rolls, success on such actions is strongly determined solely by the outcome
of these rolls. In no other medium are choice points determined by chance
alone.
Story-in-Story
One of the benefits of the low edit-density coupled with panel-formatting
approach is that the audience can pay attention to whatever part of the
action interests them because all of the action is presented to them. This
might be the main narrative (in our example, perhaps the GM talking one of
the characters through their interaction with the shopkeeper), but it might
also be the interplay between the players (for example, two of the other
players having a whispered exchange about how they might help their
compatriot, complete with hand gestures and intense facial expressions).
Blau, Petrusz, and Carello (2013) made the argument that the fractal editing
of films made them more successful by virtue of replicating human
perception of events. Actual play seems to violate that hypothesis—its
editing does not replicate event perception, and yet it is still successful. It is
possible, however, to reconcile these seeming contradictions: actual play is a
new medium. Film proceeds by presenting those events and only those
events salient to the narrative (cf. Blau, 2020; Blau & Capetta, 2020); by
contrast, actual play proceeds by presenting a much broader set of events,
both of the narrative and of the players’ real world. The narrative of actual
play is a story within the story of the actors themselves. Traditional
television presents fictional narratives but not “real life” ones; reality
television shows present “real life” narratives but (purportedly) not fictional
ones. Actual play combines both simultaneously.
Audience Interaction
Although this is not in all actual play shows, enough of them feature
audience interaction that it is worth mentioning. Some shows—especially
more popular ones—allow for direct interaction in the narrative or narrative
elements. Acquisitions Incorporated: The “C” Team (pennyarcadeTV, 2017)
for example, allows audience members who are watching live to vote for
their favorite players and characters. Once enough votes have been cast for a
given player, that player’s character will receive an in-game boon (e.g.,
advantage on a single roll or a temporary bonus to a single stat) with direct
consequences for the narrative. Other shows have indirect interaction with
the show; many shows have a live chat room that scrolls on the side of the
screen, which players might see and respond to on-air (especially those
hosted on platforms like Twitch that are designed to facilitate audience
engagement). In Critical Role (Critical Role Productions, 2015), the audience
has more than once participated in creating an NPC that has gone on to join
the narrative for several episodes (for one such example, see the entry for
“Orly Skiffback” on the Critical Role Wiki which outlines the creation of an
NPC via a “fireside chat” with the GM, Matthew Mercer). While other forms
of narrative entertainment (e.g., narrative video games, Smith 2014; choose-
your-ending type movies like Bandersnatch, Voets, 2019) have points where
the audience can participate, the audience is—at best—choosing from a
handful of pre-set options at specific narrative turns.
Looking Forward
The historical pattern of emerging narrative mediums is fairly consistent.
At first, the medium mimics the old—holding on to traditions and
techniques that worked in the previous forms. In some cases, those
traditions still worked (e.g., the “fourth wall” of theater continuing into film
and television), but in some cases, these held-over techniques resulted in
awkward and sometimes unpalatable entertainment (e.g., the “static shots”
of early film). In the latter cases, the medium adapted and created new
techniques to present the narrative, compelling innovation consistent with
the technological abilities and entertainment niche of the new medium. The
one exception to this pattern has been the convergence of the film and
television mediums into a common visual language.
In addition to having the sine qua non of new mediums (i.e., that they
meet the exclusion criterion of being different than what came before and
that they add something unique), actual play is also following this historical
precedent. The framing and fractal editing are in a period of transition:
Some shows are following the old techniques; some are adapting new
techniques. Previous mediums have taken decades to settle in to an
identifiably different style, and there is no reason to expect that actual play
will be any different.
Previous empirical work in cognitive psychology suggests that similarity
in gaze path is causally related to comprehension of narratives (Richardson
& Dale, 2005) as a result we might expect that editing in film serves a similar
purpose by forcing the audience to pay attention to what the director
believes are important story elements (Blau, 2020). In a more panel-like
structure where there is no exogenous constraint on the object of the
viewer’s attention, we might expect lower uniformity of comprehension
across all viewers. In other words, since the panel structure allows the viewer
to attend to whatever part of the scene they find interesting, they might
attend to different events than another viewer (continuing the earlier
example, choosing to attend to the GM as the shopkeeper vs. attending to
the conversation between the players). One possibility for further
psychological research in this area is investigating whether the lower edit
density and panel format results in more variable comprehension of the
main story line.
Conclusion
In this essay, I have presented convergent qualitative and quantitative
explorations of a new medium in flux, providing a window into the lifecycle
of actual play. As actual play continues to grow as a new medium, more
research should be conducted to explore the emerging narrative techniques.
No doubt the studies contained within this essay would yield very different
results in a few years, and the longitudinal change would be informative for
those attempting to create new mediums in the future. If the predictions
made in this essay hold, the current work should provide meaningful
insights into the dynamics of this transition by examining an interesting
period of time in which artists, actors, and audiences are grappling with
what works—and what doesn’t—in this new medium. Academic interest in
emerging mediums has never had such an opportunity to watch this process
in real time within such a large body of data.
Notes
1. Dungeons & Dragons (http://dnd.wizards.com/), White Wolf (https://www.white-wolf.com/),
Pathfinder (https://paizo.com/pathfinder), etc.
2. A common form is to use a group video chat platform such as Google Hangouts
(https://tools.google.com/dlpage/hangoutplugin) or Roll20 (https://roll20.net/). Interestingly, this
allows for the individual players to be anywhere in the world and still record the show together.
3. A “medium” here refers to the materials used to create the piece, where materials might include
the technology, people, set pieces, techniques, etc. This is in contrast to “genre” which is the content of
the story, rather than the method by which the content is conveyed. For example, mediums include
plays, television, and radio. However, within a medium (say, film), there are different genres and
applications (horror, vs. comedy, romance, or vs. drama. Any medium might convey any genre, any
genre might be conveyed by any medium.).
4. Many incorrectly believe that The Great Train Robbery (made in 1903 by Edwin S. Porter) was the
first narrative film. It was the first to combine more modern filming techniques with a narrative, but it
was not the first narrative film (see Ettleman, 2017).
5. Obviously, this does not account for film sequels or sprawling franchises like the Marvel
Cinematic Universe, but given that each of those is (typically) intended as a stand-alone film, the
point remains.
6. Although both runtimes and season length are becoming less rigidly defined as television shows
are being made exclusively for subscription platforms, which have neither intrusive commercials nor
the demands of network programming.
7. It is not without precedent, however. Split screen has been used effectively in films such as
Conversations with Other Women (Canosa, 2005), and the talking heads panel format has been used in
news programs such as Meet the Press on NBC. Nevertheless, sustained static shot panel format is
unique to this medium.
8. There is a second type of editing over time in films. The different scenes might take place at
different times in the story. For example, the scene in the diner might be followed by a scene in a
grocery store that actually takes place the following day. We do not see the intervening time, and so
that time is “edited over.” Given the nature of Actual Play, this might happen, but it would happen by
virtue of the narration (e.g., the GM saying “a week goes by”) rather than a consequence of editing.
Therefore, it is not included in this analysis.
9. There are entire websites dedicated to identifying moments of visible production in film and
television (e.g., Clark, 2013) because the presence is both rare and embarrassing for the production
team.
10. While “relative like” (normalized like divided by normalized dislike) would have made a more
intuitive measure (i.e., with a higher number meaning it was better liked and a lower number
meaning it was less liked) this proved impossible as many episodes had no dislikes, which would have
resulted in dividing by 0.
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OceanofPDF.com
Audience, Framing and Flow
OceanofPDF.com
Critical Role and Audience Impact on
Tabletop Roleplay
Robyn Hope
In any system of frames certain information from the external world must
persist, while certain information must be filtered out of the cell to maintain
its health and integrity. Montola emphasizes that the membrane metaphor is
“not about isolation, but about transformation” (2012, p. 52). Information is
transformed as it moves through different interactional frames. This is also
true of tabletop roleplay; the mechanical, social, and narrative frames all
inform and transform each other.
It is also possible for players and game masters to lose track of the frame.
This is a misunderstanding that occurs every so often on Critical Role. In
Episode 2 of the first season, Laura wonders aloud if she can ask a
mechanical question, but Matt misunderstands her, thinking they are still in
the narrative frame:
Laura: Can I ask a question?
Matt [with a Scottish accent, in character as a dwarf]: Ah, yes!
Laura: Oh, not to you—to the other guy. Matt.
Matt [in his own voice]: Ah, yes. Yes, Laura? [“Into the Greyspine Mines–Critical Role RPG
Show: Episode 2”]
Fine observes that these frame errors happen quite frequently in tabletop
roleplay, and that they must be swiftly corrected so the game can more
forward. Laura’s mechanical question is about when their characters will
regain their power to cast spells, as each character can only cast a certain
number of spells per day. Matt says that the characters need to sleep for
eight hours to get their power back. That piece of mechanical information is
then transformed into narrative information: the characters decide to stay
the night in town before continuing into a dungeon.
Anyone who wants to play Dungeons & Dragons must understand how
information flows through its various frames, but once tabletop games are
put before an audience (thereby becoming actual play) the audience must
also comprehend this flow of information. They may not know the rules by
heart, but they would at least need to understand why Laura, in the example
above, would refer to “the other” version of Matt. As such, the presence of an
audience creates new demands of the players. In a private game, players only
need to understand each other; in an actual play scenario, the tabletop
roleplaying activity is marketed as something not only legible to an
audience, but enjoyable for an audience. Players are now aware that they are
being watched by an external group—one they cannot communicate with
directly at the moment of performance, unlike how they can directly access
their player-peers. While the players themselves must decide how much
effort they put in to making their game scrutable to an external audience,
the mere presence of the audience creates another interactional frame. I call
this new frame the performance frame.
Listenable Narrative
If the most important element of an actual play spectacle is what the
players say, an analysis of player speech can help us understand exactly what
changes when tabletop turns into performance—in other words, how the
performance frame impacts player behavior directly. Helpfully, Jennifer
Grouling Cover identifies six different types of speech that can occur during
tabletop roleplay: game master speech, in-character speech, dice rolls,
narrative suggestions, narrative planning, and off-record speech. These
modes of speech are organized in descending order of “narrativity.” Game
master speech possesses the highest concentration of narrativity, because
everything the game master describes is instantly taken as true within the
story; off-record speech has low narrativity, as it refers to moments when the
players “break character” and talk about something entirely outside the
game’s fiction (such one player asking to borrow another’s pencil, or to pass
the snacks). Regardless of their narrativity, all of these types of speech are
required for a game to function. Dice rolls, for example, are key to the
game’s mechanics and therefore dictate what happens in the narrative, but
they exist at a level of abstraction away from the narrative world, slightly
detached in time and space, thus making them less “narrative-rich” than a
dialogue performed by players while entirely in-character.
Cover defines the concept of “narrativity” quite thoroughly. As opposed
to understanding narrative as a form—say, a plot structure with a beginning,
middle, and end—Cover defines narrative as an experience. This is
particularly useful for tabletop games, because the “narrative” of a tabletop
game comes into existence as the game is played; it is the experience of
building a story. If a type of speech possesses a high degree of narrativity,
then it engages the player more thoroughly in the narrative experience.
Cover identifies three major ways speech can create narrative engagement. If
a speech act gives players a more vivid mental picture of the setting, they are
spatially engaged. If the speech act makes a player unsure of what is going to
happen next, they are engaged temporally. Colloquially, we might refer to
this as being “in the moment”: the uncertainty of the character’s present
moment and the player’s present moment converge, creating a shared feeling
of suspense. Tabletop roleplaying is particularly effective at creating this
kind of engagement, because the success of player actions must be
determined by a dice roll, rendering the immediate future uncertain for
players and characters alike. Finally, if the speech act helps players
sympathize with or understand the emotions of a character, they are
emotionally engaged.
We can also relate this understanding of narrative engagement to the
psychological concept of flow, developed by Csikszentmihalyi. “Flow” refers
to the positive state of being completely immersed in an activity—typically
an activity that involves utilizing a well-honed skill to overcome challenges
in a way that provides swift, clear gratification or feedback. While thus
engaged, the actor’s concentration is heightened, and self-consciousness and
stress disappear. Csikszentmihalyi specifies that games are well-structured to
facilitate flow, as they provide the necessary challenges and feedback.
Tabletop is no different: players can achieve flow if they are deeply
engaged in roleplay, or if they are juggling combat rules and trading blows
with monsters. Additionally, as mentioned above, combat information can
transform into mechanical information and vice-versa. If this transition
between frames is executed smoothly, the flow persists. The sense of
achievement may even be heightened if a character pulls off a move that is
both mechanically advantageous and narratively impactful, such as killing a
dangerous villain. The players on Critical Role do seem to experience flow to
some degree; as a recent guest, Mica Burton, explains, the cameras and set
around the players seem to “melt away” once Matt has everyone invested in
the story (“Talks Machina: Discussing C2E75—Rime and Reason”).
Returning to Cover’s speech model, we can see how some modes of
speech facilitate flow better than others. Off-record speech—talking about
things unrelated to the game—has the lowest level of narrativity, because it
distracts players and may therefore break engagement or flow. Gary Alan
Fine offers the example of players complaining about the taste of the water
they are drinking, a conversation which destroys the mood of a tabletop
session. Critical Role’s livestream has been briefly derailed by everything
from killing a fly in the studio (Episode 74, Season 2, “Manifold Morals”) to
the players receiving pizzas donated by their viewers (Episode 3, “Strange
Bedfellows”). Meanwhile, speech acts with higher degrees of narrativity are
much better at creating flow. The moments of “melting away” that Mica
Burton refers to are most visible during the players’ extended in-character
conversations, or in moments of intense combat, when players are
describing their actions and the dungeon master, in return, describes their
effects. These moments most resemble conventional narrative storytelling.
The players all exchange dialogue and narrate action, description, and
sensory experiences (sights, smells, and sounds) without “breaking the
fourth wall” by referring to game mechanics or the studio around them.
With this in mind, I have observed that, in actual play, the players tend to
maximize the quantity of narrative-rich content and minimize narrative-
poor content. I believe this shift is an impact of the performance frame; of
the players’ consciousness that they are gaming before an audience. -
Narrative-rich content is, in some ways, the most appealing content for
viewers because it is also the most accessible (though we complicate this
conclusion later in the essay).
In the following sections, I elaborate on how the performance frame has
shifted the balance of conventional tabletop roleplay by looking at some
specific moments of high-narrative and low-narrative speech.
Narrative-Rich Speech
If we take Cover’s definition of narrative as an experience, it seems that
sharing the narrative experience would be an effective way to engage the
viewers of actual play. If players can become temporally, spatially, and
emotionally immersed in the narrative frame, then it follows that viewers
can become immersed in these elements as well. Therefore, one way the
presence of the performance frame influences actual play is to make -
narrative-rich material clearer and more prevalent.
We can see an emphasis on narrative-rich speech in Critical Role in a
number of places, from Matt’s elaborate pre-written descriptions to the
extensive in-character conversations, but one place where this emphasis
becomes particularly clear is during combat encounters. Combat can be a
very large part of tabletop roleplaying, if the players and game master so
desire. However, because combat is so complex and involves so many rules,
it also tends to slip into narrative-poor speech. Combat is when rule
questions and out-of-character strategizing are most prevalent: the players
end up immersed in rulebooks and mental math. Combat also decouples
temporal engagement with the narrative: while each “round” of combat—
essentially each player taking their “turn” and deciding what action to take—
lasts approximately six seconds within the narrative world, a single round of
combat might take multiple minutes in our world, depending on how many
characters are present and the actions they decide to take. A rare handful of
Critical Role’s four-hour episodes are spent entirely on a single combat
encounter (Episode 52, “The Kill Box,” is the best example). While combat
can be very exciting in certain moments, it also takes a very long time, and a
lot of that time is bogged down with calcula-tion.
Despite glaring exceptions like “The Kill Box,” most of Critical Role is not
combat-intensive. According to CritRoleStats—the unofficial “scorekeepers”
of Critical Role, all volunteer fans—roughly 28 percent of the minutes of the
first season and only 23 percent of the minutes of the second season (at the
time of writing) were spent in combat. The vast majority of the time, the
players are talking, navigating, or engaging with the world in other ways—in
other words, they are roleplaying.
When they do engage in combat, or other moments of low-narrative
speech, the players on Critical Role make a considerable effort to infuse
speech acts with more narrativity. For each turn in combat, a player will
select their actions, roll the required dice, and then tell Matt the total
amount of damage their character inflicts on a monster. This exchange is
typically low in narrativity. However, Matt will then describe the character’s
blows as vividly as possible, with hand gestures, sound effects, and
monstrous reaction noises. For these brief moments, the viewers and players
are temporally adhered to the action again, hearing the blow described “as it
happens.” Most importantly, Matt invites the players to participate in this -
narrative-rich combat through his signature question: “How do you want to
do this?”
Matt asks the players “how do you want to do this?” when they land the
deathblow on a significant enemy (either the last active hostile, or any
important villainous character). Matt allows the victor to explain how they
dispatch their enemy, often creating a moment of vivid sensory description
and drama. While long combat encounters might drag on or fall into lulls,
the “how do you want to do this?” moment is often very memorable, and on
occasion, deeply emotional for the players. In one such scene, Vox Machina
coordinates to slay Anna Ripley, a recurring villain, after she has killed
Percy, a member of the party. Three players, Travis, Marisha, and Laura,
coordinate the deathblow:
Travis: I’m gonna take the axe and go straight across her navel.
Matt: Keyleth?
Marisha: I’m gonna take a grasping vine and choke her around her throat.
Matt: The vines wrap around to hold her in place. Vex?
Laura: I want an arrow straight through her heart, and one in her mouth as she screams.
Matt: The scream is cut short as the arrow finds itself placed in the back of the skull, the other one
straight through the chest. Grog, your blade cuts through the midsection as the other grasping
vine pulls the lower half down. Ripley is entirely torn asunder in a final, silent scream [“Cloak
and Dagger | Critical Role RPG Show Episode 68”].
This is a prime example of narrative-rich speech at work. The players are
all visibly distraught over their Percy’s death, and so Matt allows catharsis
through the synchronized slaying of his killer. The image of Ripley,
vivisected and impaled, engages us spatially; Matt’s description of the
moment of silence that falls after her death, in which all the characters turn
to look at Percy’s corpse, engages us temporally; and the characters
expressing their rage and heartbreak engages us emotionally.
These moments of intense emotional investment leave their marks on the
players. In Episode 85, the entire cast improvises an argument that causes
one member, Scanlan, to leave the party. Matt, the game master, says
nothing for the eighteen-minute duration of the scene. In his own words,
such moments allow him, “for that moment, to be the audience … that’s the
reward for all the hard work” (“Talks Machina: A Bard’s Lament and Daring
Days”). It’s quite telling that the game master characterizes himself as “the
audience” during a moment of in-character performance, and dramatic, -
narrative-rich content as “the reward” of Critical Role. During gameplay,
Matt is almost always at work: he starts the game and ends it, he keeps track
of the numbers and the rules, and he delivers all the verdicts on out-of-
character questions. Matt characterizing intense roleplay scenes as a
“reward” for his hard work, therefore, means not only that he thinks that
roleplay scenes are rewarding content to watch, but also that his hard work
elsewhere exists, in part, to set up these narrative-rich scenes. Considering
Matt’s perception of these scenes, and his players’ propensity for staging
them, the popularity of Critical Role may be self-reinforcing: the Critical
Role group is naturally inclined to create narratives through their gameplay;
therefore, they have found an audience that enjoys narrative-rich tabletop;
therefore, the players, encouraged by the vocal support of their audience as
well as their enjoyment, seek out more emotionally rich moments within
gameplay. In this sense, the presence of the performance frame is less of a
transformative agent and more of a reinforcement of something the players
already enjoyed.
Of course, this assumes that the narrative elements do appeal to Critical
Role’s viewers. It is difficult to find concrete data on what, in specific, the
audience of Critical Role enjoys without asking them outright, but it is not
impossible to infer. We could look at the ten thousand pieces of fanfiction
written about the characters on Archive of Our Own; or the full-to-bursting
weekly slideshow of fanart of the characters; or the series’ spinoff shows,
Talks Machina and Critical Recap, both of which are devoted to
summarizing or expanding upon the plot elements of Critical Role. Perhaps
the most persuasive piece of data is the fact that when the Critical Role cast
set up a Kickstarter requesting $750,000 to create an animated series about
Vox Machina, over 80,000 fans pledged 11 million dollars to the project. The
animated series will by necessity eliminate some of the tabletop roleplay
elements—the “liveness” of the dice rolls, the unpredictable story, and the
length of the episodes—but the promise of more narrative was apparently
more than enough.
Still, we cannot entirely give credit to Critical Role’s central narrative for
keeping viewers immersed. When we, the viewers, watch Critical Role, there
is always a chance that the players will fall into a scene of intensely -
narrative-rich content, but that is not a guarantee. If those moments of
sublime performance made up the entire show, it would be no different from
a scripted melodrama. Indeed, there are still lulls in the action, moments of
confusion, and flies buzzing around the studio to throw off the pace of the
game.
By Cover’s model, the least engaging type of speech is off-record speech—
speech that has nothing to do with the narrative at hand. If off-record speech
detracted from the experience of watching actual play, an actual play
livestream would not be such a viable model. Livestreaming removes the
opportunity for an editor to remove dialogue, so off-record speech is always,
ironically, on the record, and mixed in with everything else. How, then, does
off-record speech change under the influence of the performance frame?
Within a few seconds of the jab at Sam’s wine aerator, at least three people
at the table—Travis, Taliesin, and Matt—realize that their joke will not
translate to their viewers. Sam breaks character to explain part of the joke
directly to the audience, and Travis adds a detail that makes the comedy
translate (that the wine aerator is probably a scam). In this instance, the
explanation of the joke does not possess narrativity, detached as it is from
Critical Role’s main story world; however, the players are still making a
conscious effort to entertain, even with their side chatter.
There is one other major place where off-record chatter is impacted
through the performance frame, and that is via the intervention of the
Twitch chat. Because the viewership of Critical Role is now so large, it is rare
for the players to interact directly with the livestream chat as they play.
Players are especially careful to avoid taking gameplay or character advice
from the viewers. However, this still leaves room for the viewers to be
impactful in simpler ways, usually falling under the umbrella of off-record
interaction. In Episode 105, “The Fear of Isolation.” Laura loses an important
card somewhere in her notes. Observant viewers remind her where she
stashed the card the previous episode. She retrieves it, and the players all
laugh and thank the viewers for their help. Here, the viewers are not just
engaging in the central narrative of Critical Role, but in its entire existence—
in out-of-character commentary, in the players as people outside their
characters, and even in the minor logistical and sensory details of the entire
production.
While the cast makes an effort to limit off-record chatter and to make it
accessible, it is worth emphasizing that viewers are not necessarily just
tolerating off-record chatter as part of the necessary clumsiness of a
livestream. These off-record moments are also part of the spectacle. We can
see this most clearly by comparing Critical Role to actual play shows that
are pre-recorded and edited, such as The Adventure Zone. If these actual play
productions were striving for perfect narrative immersion, they could edit
out the off-record chatter, remove all anachronistic jokes, and cut technical
malfunctions. However, these shows often preserve off-record chatter in
their final releases. Even more curiously, The Adventure Zone was recently
adapted into a series of graphic novels, and these graphic novels also
preserve elements outside the narrative sphere—not only occasionally
referencing dice rolls and character stats, but also completely off-record
jokes about Kenny Chesney (Menegaz 2019).
According to the McElroys—the family behind The Adventure Zone—
these off-record moments were included because they believed their real-life
relationships were “an intrinsic element” of the appeal of the show (Menegaz
2019). They recognized that the graphic novel had to address the social
frame of play, along with the narrative frame, to capture the full spirit of The
Adventure Zone. Because of this, Griffin McElroy, the dungeon master,
appears as a character in the graphic novels—typically to allude to the game
mechanics or contextualize off-record jokes as part of “our world.”
By contrast, the players—Justin, Travis, and Clint—are not characters in
the graphic novels, because, in the words of Travis McElroy, “We … realized
it would undercut the stakes and the story we were telling. The story is [our
characters] and [their] world” (Menegaz 2019).
The narrative world of The Adventure Zone—and of Critical Role—exists
in its own sphere, like the world of a play onstage, and within that world, the
characters, their emotions, and the consequences of their actions are all very
real to each other. As such, viewers understand and enjoy these narrative
elements as they might with a novel. However, in actual play, the social and
mechanical frames are also available to viewers. The scaffolding of the game
is always exposed. Instead of detracting from the narrative, these external
structures are also consumed as part of the spectacle: like a charming
metatextual narrator, they are entertainment in their own right.
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OceanofPDF.com
Communal Narrative in Actual Play
Environments
Roles of Participants, Observers and Their Intersections
Anthony David Franklin
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OceanofPDF.com
“Your fun is wrong”
Actual Play and Fans
OceanofPDF.com
Diversity and Audience Interaction in Critical
Role and The Adventure Zone
G.L. van Os
Introduction
Over the last decade, actual play has rapidly expanded and made a name
for itself. One of the most well-known shows within the genre, Critical Role,
recently raised 11 million dollars with a Kickstarter to create a cartoon
adaptation of their stories, which shows the scale of the medium and its
audience. An area where actual play stands out from other forms of
traditional media is the amount of interaction between content creators and
their audience, which also seems to be an important factor in the popularity
of the concept. This interaction can lead to audience influence on the game
and story, depending on the game system and the creators. Additionally,
often audience members become inspired by the games they watch, and they
start their own role-playing games, which may lead to more actual play
content. It is then necessary to look at actual play from an academic
standpoint, since it is a fast-emerging cultural practice with significant
influence. It is especially valuable to look at diversity within this new media
and new form of storytelling, since while there are diverse games available,
many of the well-known shows are predominantly white and straight, and
do not feature minorities.
Two of the most well-known actual play shows are Critical Role (CR) and
The Adventure Zone (TAZ), and both have a white cast. Critical Role is a
weekly show, where professional voice-actors play D&D. The game is led by
Matthew Mercer who is the Dungeon Master (DM). The group has been
playing since roughly 2013, and they have been streaming in collaboration
with Geek & Sundry since 2015. They finished their first campaign in 2017,
and started a new campaign, with new characters, in 2018. The group has
recently started their own company, also called Critical Role,1 with its own
studio. The Adventure Zone, on the other hand, is a bi-weekly podcast hosted
by the McElroy family, where they play several different TTRPG systems.
They started playing and airing in 2014. The family consists of three
brothers, Justin, Travis and Griffin, and their father Clint. The main DM
switches; two of the bigger arcs were led by Griffin, but the current story is
led by Travis.
This essay aims to analyze how these two shows deal with diversity,
especially considering the fact that the creators are all white, and how
audience response features into this, since the creators of both shows have
shown an awareness of the issue of diversity and have responded to their
audience’s concerns about diversity.2 This essay argues that the audience
response forms an important influence for change concerning diversity
within the shows.
Conclusion
Critical Role and The Adventure Zone are two of the most well-known
examples of actual play at this moment. Both of the shows have issues
regarding diversity within their cast, but both shows have shown awareness
of this and attempt to diversify their narrative to make up for this lacuna.
These attempts are rarely without fault, but their audiences are vocal about
keeping the shows accountable for these mistakes, which provides the
creators with an opportunity to learn and do better. Both of the shows have
had several examples where the audience directly influences the narrative,
whether that is in the form of NPCs created by the audience, more diverse
NPCs, or in the changing of a narrative. This indicates that the audience
interaction currently present in actual play will ultimately lead to more
diverse stories. The fact that the audience is able to communicate with the
creators, and have them listen to their concerns, improves the likelihood of
better representation, and gives some power to minorities, who have a better
chance of being heard within the actual play genre compared to, e.g., TV
shows. At the same time, this audience interaction is complex, since it is not
one singular being, but rather a large group of people who never quite have
the same opinion, and the anonymity that comes with the online nature of
this interaction can lead to hatred and vitriol both among the audience itself
or targeted toward the creators.
There are some questions that arise in light of actual play and diversity. It
is unclear how to navigate the line between representation and
appropriation when the established cast is white and/or straight and/or able-
bodied. It is important to create diverse narratives, but to what extent is it
possible to do so without having the lived experience? Additionally, how do
concepts like whitewashing, appropriation and established tropes fit into
actual play, when the nature of the game is to live experiences that are
different from regular life? Moreover, if white, straight, able-bodied people
should not play identities that do not correspond with their own, yet they
are more well-known than diverse alternatives, the result is more stories
about white, straight, able-bodied people, and no improvement in
representation for minorities.
Further research should consider these questions and reconsider concepts
of race, ethnicity, gender, sexuality and disability in this context to devise
tools for critical analysis of this new form of media content.
On the whole, actual play holds new possibilities to create diverse stories,
where the audience can directly have an influence on correcting harmful
storylines. That being said, the most popular actual play streams at the
moment tend to be predominantly by white people, which is objectionable,
even when they make their worlds diverse. This is yet another form of media
where voices from minorities will have to be sought out and lifted up, in
order to create a more diverse playing field within actual play. Fortunately,
there are several diverse actual play shows out there already, such as Rivals of
Waterdeep and Dames and Dragons, they just have not received as much
attention as Critical Role and The Adventure Zone yet. While more and more
diverse actual play shows pop up and gather attention, it is important to
continue to push current audience favorites to do better to increase the
representation within the genre as a whole.
Notes
1. When referring to the show Critical Role or CR will be used, when referring to the company
Critical Role will be used.
2. For transparency and accountability, it is important to note that the author of this essay is white
and European, and they consider themselves a fan of both of the shows.
3. At the time that this essay was written; there may have been guest stars since.
4. D&D is a TTRPG game system, meaning that it has a set of rules to facilitate role-playing and
character building, etc., but the game also has a significant amount of lore and adventures that can be
used by its players; a pre-set world to play in.
5. Gilmore is depicted as having a darker skin in official art, and is from Marquet (Geek & Sundry,
2016g).
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Akers, B. (2019, January 15). [Great photo but... why’s jester that shade of blue? And why is molly not
in the pose he was buried in? And .... #SorryNotSorry] [Twitter]. Retrieved April 28, 2019, from
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Alarcon, D.R. (2017, October 4). The Adventure Zone proves listening to criticism is the way to
improve representation, not avoiding it. Retrieved May 15, 2019, from
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AvisLightwing. (2019, January 14). [Beau’s pretty whitewashed. This has been addressed directly
before, so seeing it in a piece of official merch is pretty disheartening.] [Twitter]. Retrieved April 27,
2019, from https://twitter.com/AvisLightwing/status/108490543530 6504192.
Bailey, L. (2015, October 6). [All these #CriticalRole ships... Vex needs to find herself a man. Or a
woman.] [Twitter]. Retrieved August 8, 2019, from
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discussion-reached-voice-acting-n861301.
boopabelle. (2019, January 14). [This looks otherwise fantastic, but I’m honestly bummed that a piece
of official art has a whitewashed Beau. Was super stoked to purchase until I noticed that.] [Twitter].
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boss1000. (2016, December 5). [There are a wide range of choices one could make when creating
fantasy characters. In a purely random selection, we’d have lots of diversity all the time, and there
wouldn’t be a problem. But historically, fantasy has been super duper] [Forum post]. Retrieved May
14, 2019, from
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n_the_importance/datazrz/.
Burch, A. (2018, July 19). [Making friends with death is a journey we all have to take. It’s an uninvited
guest that we, nonetheless, must open our lives to. And art is the most powerful form of preparation
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Buss, K. (2016, February 21). [Glorious arcane bastard. #CriticalRole] [Twitter]. Retrieved July 14,
2019, from https://twitter.com/AnemoneTea/status/701195170264571904.
calebwidowgasts. (2019, March). [i firmly believe Cad is ace, and any demons whining that “he said he
was gonna be GAY though” are getting muted because ace people are still lgbtq, and you ain’t slick]
[Blog post]. Retrieved May 3, 2019, from https://calebwidogasts.tumblr.com/post/182612474390/i-
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Cameron, K. (2018). Toxic regulation: From TV’s code of practices to “# Bury Your Gays.”
Participations, 15(1), 334–347.
Cazmir0. (2017, January 6). [i haven’t watched CR in a awhile, but are people really complaining over
a damn dragon’s pronouns. It’s fucking DnD jeez] [Twitter]. Retrieved May 3, 2019, from
https://twitter.com/Cazmir0/status/817393487041691650.
ceridawn. (2019, March 6). [So there have been issues today, trying to cloud the hype and joy we all
felt yesterday. And they are really bothering me, so I took some time to think about them. Tried
looking at them from all perspectives to] [Blog post]. Retrieved April 28, 2019, from
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Chan, F. (2017). Cosmopolitan pleasures and affects; or why are we still talking about yellowface in -
twenty-first-century cinema? Journal of Film and Screen Media, 14, 41–60. Retrieved from
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cloudnoodle. (2017, March 28). Sexualized saturdays: Critical Role and the complexities of LGBTQ+
representation [Blog post]. Retrieved February 25, 2020, from
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crimsonelevendelight. (2017, January 7). Thank you from a real life nonbinary person! [Forum post].
Retrieved February 25, 2020, from
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_nonbinary/.
Critical Role. (2019a, January 14). [AVAILABLE THIS WEEKEND (and online via pre-order on
1/31): VM & M9 prints by @ScaleraMatteo & Moreno Dinisio! And that’s not all—we have your
Search for Grog live show merch offerings right here too! More info:] [Twitter]. Retrieved April 27,
2019, from https://twitter.com/criticalrole/status/108488908189 9737088.
Critical Role. (2019b, January 14). [Many of you commented on Beau’s skin tone on our new Mighty
Nein art print. The art prints that will be available for pre-order in our online shop on 1/31 will be
corrected to be more in-line with her original] [Twitter]. Retrieved April 27, 2019, from
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Critical Role. (2019c, February 25). Feral Business | Critical Role | Campaign 2, Episode 52 [Video file].
Retrieved July 29, 2019, from https://www.youtube.com/watch?v=REyV oebe06E.
Critical Role. (2019d, March 6). The Legend of Vox Machina Kickstarter Q&A [Video file]. Retrieved
July 14, 2019, from https://www.youtube.com/watch?v=CHtkAfkOYgI.
Critical Role. (2019e, April 8). [“Sometimes we look different but in our hearts we’re very much the
same.” Epic thanks to @ornerine for our official art of @samriegel ‘s Veth, as featured on last week’s
intensely heartfelt episode!] [Twitter]. Retrieved August 13, 2019, from
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Critical Role. (2019f, August 5). Uthodurn | Critical Role | Campaign 2, Episode 73—Live From
Indianapolis! [Video file]. Retrieved February 25, 2020, from https://www.youtube.com/watch?v=-
M5lRGaV-xQk&t=2s.
Cuesta, N. (2018, June 8). Why making characters “A-racial” is not progressive. Retrieved from
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927dcd974d0c.
D&D Beyond. (2017, 12 oktober). Critical Role’s Matthew Mercer on saying goodbye, but not yet [Video
file]. Retrieved May 14, 2019, from https://www.youtube.com/watch?v=BdNUHfX_Dko.
D&D Beyond. (2018, July). Matt talks about fans connecting to characters [Video file]. Retrieved April
7, 2019, from https://clips.twitch.tv/BovineAssiduousPenguinFailFish.
D’Anastasio, C. (2014, August 27). Dungeons & Dragons has caught up with third-wave feminism.
Vice. Retrieved April 27, 2019, from https://www.vice.com/en_us/article/exmqg7/dun geons-and-
dragons-has-caught-up-with-third-wave-feminism-827.
D’Anastasio, C. (2017, October 19). Dungeons & Dragons stumbles with its revision of the game’s
major black culture. Retrieved April 26, 2019, from https://kotaku.com/dungeons-dragons-
stumbles-with-its-revision-of-the-ga-1819657235.
Edwards, D.Y. (2018, February 28). Representation in gaming: Does D&D have a race problem?
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does-dd-have-a-race-problem/.
fandomshatelgbtqpeople. (2018a, July). MOLLYMAUK TEALEAF, CRITICAL ROLE AND BURY
YOUR GAYS [Blog post]. Retrieved May 3, 2019, from https://fandomshatelg
btqpeople.tumblr.com/post/176076322258/mollymauk-tealeaf-critical-role-and-bury-your.
fandomshatelgbtqpeople. (2018b, July). MOLLYMAUK TEALEAF, CRITICAL ROLE AND BURY
YOUR GAYS [Blog comment]. Retrieved May 3, 2019, from https://fandomshatelgbtq
people.tumblr.com/post/176077302228/mollymauk-tealeaf-critical-role-and-bury-your.
fandomshatepeopleofcolor. (2019, March 5). [Okay so in general I think Matt would KILL IT as
Gilmore obviously. That being said as Laura herself has also pointed there is a racial issue in the
voice acting industry. Namely white people voicing PoC and PoC rarely] [Blog post]. Retrieved April
28, 2019, from https://fandomshatepeopleofcolor.tumblr.com/post/183257570155/now-im-really-
curious-what-are-your-personal.
Feagin, J.R., Vera, H., & Imani, N. (1996). The agony of education: Black students at white colleges and
universities. Routledge.
fl0werb0ys. (2017, April 28). I have a few thoughts about Keyleth’s new tattoos… [Blog post].
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few-thoughts-about-keyleths-new.
Fucko_Bucko. (2017, June 1). [#thezonecast when i saw the new TAZ comic designs, i thought
someone was playing a joke on me as a person of color [1/?]] [Twitter]. Retrieved May 14, 2019,
from https://twitter.com/Fucko_Bucko/status/870342067670724608.
Geek & Sundry. (2015a, September 30). Shopping and shipping—Critical Role RPG show: Episode 14
[Video file]. Retrieved May 3, 2019, from https://www.youtube.com/watch?v=Z4tjssfei5E.
Geek & Sundry. (2015b, December 9). The feast—Critical Role RPG show: Episode 24 [Video file].
Retrieved May 3, 2019, from https://www.youtube.com/watch?v=kre27f30IVs.
Geek & Sundry. (2016a, February 10). Reunions | Critical Role RPG show: Episode 33, pt. 1 [Video file].
Retrieved July 29, 2019, from https://www.youtube.com/watch?v=Et dswJtQ_Ew.
Geek & Sundry. (2016b, May 4). Those who walk away... | Critical Role RPG show: Episode 45 [Video
file]. Retrieved July 29, 2019, from https://www.youtube.com/watch?v=0uaz TyTrk-8.
Geek & Sundry. (2016c, May 18). The family business | Critical Role RPG show: Episode 47 [Video file].
Retrieved July 29, 2019, from https://www.youtube.com/watch?v=QqU5 pqKoH2c.
Geek & Sundry. (2016d, May 25). Into the Frostweald | Critical Role RPG show: Episode 48 [Video file].
Retrieved July 29, 2019, from https://www.youtube.com/watch?v=1u MH-hFJz0Q.
Geek & Sundry. (2016e, July 13). Critical Role RPG show: Q&A and battle royale! [Video file].
Retrieved May 3, 2019, from https://www.youtube.com/watch?v=4FI8qB-yh-w.
Geek & Sundry. (2016f, July 21). Umbrasyl | Critical Role RPG show: Episode 55 [Video file]. Retrieved
July 29, 2019, from https://www.youtube.com/watch?v=A6ma5W_TSDE.
Geek & Sundry. (2016g, October 18). The streets of Ank’Harel | Critical Role RPG show: Episode 65
[Video file]. Retrieved May 3, 2019, from https://www.youtube.com/watch?v=6-Od2lnsiHs.
Geek & Sundry. (2016h, October 26). A traveler’s gamble | Critical Role RPG show: Episode 66 [Video
file]. Retrieved April 28, 2019, from https://www.youtube.com/watch?v=jgmBV5NA2A8.
Geek & Sundry. (2016i, November 9). Cloak and dagger | Critical Role RPG show: Episode 68 [Video
file]. Retrieved July 29, 2019, from https://www.youtube.com/watch?v=RCnwjLK_ZuQ.
Geek & Sundry. (2017a, May 10). Jugs and rods | Critical Role RPG show: Episode 94 [Video file].
Retrieved May 3, 2019, from https://www.youtube.com/watch?v=BNaWnFwfGJc.
Geek & Sundry. (2017b, June 7). Taryon, my wayward son | Critical Role RPG show: Episode 97 [Video
file]. Retrieved May 3, 2019, from https://www.youtube.com/watch?v=JweRpzsCiGo.
Geek & Sundry. (2017c, June 30). Wednesday club: Love is love! w/Marc Andreyko and Taliesin, Matt,
and Amy #PrideWeek [Video file]. Retrieved May 3, 2019, from
https://clips.twitch.tv/AthleticHonorableKittenChefFrank.
Geek & Sundry. (2017d, October 25). The chapter closes | Critical Role RPG show: Episode 115 [Video
file]. Retrieved July 14, 2019, from https://www.youtube.com/watch?v=XrKcdyV0eq4.
Geek & Sundry. (2018a, February 12). The open road | Critical Role | Campaign 2, Episode 5 [Video
file]. Retrieved July 14, 2019, from https://www.youtube.com/watch?v=m3vPWbJoBrQ.
Geek & Sundry. (2018b, February 26). Hush | Critical Role | Campaign 2, Episode 7 [Video file].
Retrieved July 29, 2019, from https://www.youtube.com/watch?v=JAyT10WP-cY.
Geek & Sundry. (2018c, March 26). Zemnian nights | Critical Role | Campaign 2, Episode 11 [Video
file]. Retrieved July 14, 2019, from https://www.youtube.com/watch?v=w3JWNPcspoM.
Geek & Sundry. (2018d, July 16). Found & lost | Critical Role | Campaign 2, Episode 26 [Video file].
Retrieved July 14, 2019, from https://www.youtube.com/watch?v=BXFTboNHtE8.
Geek & Sundry. (2018e, July 25). Live from San Diego Comic-Con 2018 | Talks Machina [Video file].
Retrieved April 8, 2019, from https://www.youtube.com/watch?v=82y27mtR758.
Geek & Sundry. (2018f, August 13). The journey home | Critical Role | Campaign 2, Episode 30 [Video
file]. Retrieved April 7, 2019, from https://www.youtube.com/watch?v=Z17kxw8-d2E.
Geek & Sundry. (2018g, September 17). Encroaching waters | Critical Role | Campaign 2, Episode 34
[Video file]. Retrieved July 29, 2019, from https://www.youtube.com/watch?v=SKscXJPC_E8.
Geek & Sundry. (2018h, December 24). A storm of memories | Critical Role | Campaign 2, Episode 46
[Video file]. Retrieved May 3, 2019, from https://www.youtube.com/watch?v=cIcNY0sx-DE.
giggles-manically. (2019, March 6). Matt should play Gilmore [Blog post]. Retrieved April 30, 2019,
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Hall, C. (2019, March 11). Critical Role’s massive crowdfunding success is kickstarting some
interesting conversations. Retrieved April 25, 2019, from
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Heliosapphic. (2019, April 22). [hey, i gotta politely disagree with you on the that caduceus being gay
is infinitely more important than him being any other identity. i strongly agree that critical role has
HUGE issues with the way their mlm have been treated,] [Blog post]. Retrieved May 3, 2019, from
https://heliosapphic.tumblr.com/post/184371166379/hey-i-gotta-politely-disagree-with-you-on-the.
Hetfeld, M. (2018, November 26). On voice acting and diversity. Retrieved April 28, 2019, from
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hickumu. (2019, January 14). [Highlighting and selling (for as much as an art book) a print that
includes a noticably whitewashed Beau is, uh, not a great look guys. What’s the deal? Especially
when its stated in canon that she’s dark skinned and Matt] [Twitter]. Retrieved April 27, 2019, from
https://twitter.com/hickumu/status/1084902764357013507.
hightdes. (2017, April 28). [This is really disrespectful to Pacific Islander cultures. our tattoos are
sacred and not for non-islanders, please don’t give Kiki these.] [Twitter]. Retrieved March 12, 2019,
from https://twitter.com/hightdes/status/857968074233794562.
Hodes, J.M. (2019, January 14). Orcs, Britons, and the martial race myth, part I: A species built for
racial terror [Blog post]. Retrieved February 28, 2020, from
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Hulan, H. (2017). Bury your gays: History, usage, and context. McNair Scholars Journal, 21(1), 6, 17–
27.
Jenkins, H. (2006). Convergence culture: Where old and new media collide. NYU Press.
Jones, S. (2018, March 5). Blinded by the roll: The critical fail of disability in D&D. Retrieved July 25,
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Joule, K. (2019, March 11). [Ok, I know I am going to get backlash for this, but this article is NOT well
thought out, nor are people who are detracting from Critical Role for “not being diverse” People who
actually WATCH Critical Role would tell] [Twitter]. Retrieved March 12, 2019, from
https://twitter.com/KellyJoule/status/1105165310745808897.
keplercryptids. (2018, August 5). [With MBMBaM…the conversation we had internally was like, we
feel like we’re making this really dumb thing while really important stuff is happening, and we kinda
felt bad about that. And then after we put that episode out, we got] [Blog post]. Retrieved May 14,
2019, from https://keplercryptids.tumblr.com/post/177779218742/with-mbmbamthe-conversation-
we-had-internally-was.
keplercryptids. (2019, July 9). [MAN is the critical role fandom hard to break into, accessibility-wise
this is why when people message me like “how can i make [insert fandom] accessible?” i’m always
like, fuck if i know???? i just started writing descriptions for taz] [Blog post]. Retrieved July 30, 2019,
from https://keplercryptids.tumblr.com/post/186166743777/man-is-the-critical-role-fandom-hard-
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kitarkivo. (2019, January 14). [w h y is beau whitewashed so badly. e x p l a i n] [Twitter]. Retrieved
April 27, 2019, from https://twitter.com/kitarkivo/status/1084910741981822976.
Knox, K. (2017, October 27). Critical Role artist Kit Buss captures the evolution of Vox Machina with
new character portraits. Retrieved July 14, 2019, from https://geekandsundry.com/critical-role-
artist-kit-buss-captures-the-evolution-of-vox-machina-with-new-character-portraits/.
Knox, K. (2018, July 28). Your first look at the official art for the second Critical Role campaign.
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second-critical-role-campaign/.
LammaticHama. (2019, May 14). [Uncomfortable #TTRPG truth: DnD will always be a pro-
colonization racist game. It doesn’t matter if we change Race to Heritage. It doesn’t matter if the
iconic Paladin is Black. The games values are in racism and colonization. The designers lack]
[Twitter]. Retrieved July 18, 2019, from
https://twitter.com/LammaticHama/status/1128359076193157120.
Le Cudennec, L. (2018). “We deserve better”: Tumblr fandoms and the fan activists’ fight for better
representation of queer characters on TV. SYNOPTIQUE, 33–48.
ledamemangociana. (2016, October 22). [1 Also bi, and I understand how you feel, but to clarify, I
don’t think people are saying it’s no longer representation because she’s no longer queer. It’s
important to have representation of queer people, but it’s also important to] [Blog post]. Retrieved
May 3, 2019, from https://ledamemangociana.tumblr.com/post/152137277241/1-also-bi-and-i-
understand-how-you-feel-but-to.
Lewellen, E.D. (2017, January 6). [I honestly can’t even believe this is an issue] [Twitter]. Retrieved
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llamaofdeath. (2019, January 15). [I feel everyone is overreacting on this. It is a beautiful piece of art
and everyone being butt-hurt about Beau being “too light” is stealing away from how marvelous this
piece looks. As a person of minority, I think Beau] [Twitter]. Retrieved April 28, 2019, from
https://twitter.com/llamaofdeath_/status/1085273380025032704.
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LolthienToo. (2018, July 17). r/mattcolville—Critical Role flip out (spoilers so avoid if not up to date
with Critical Role) [Forum post]. Retrieved May 3, 2019, from
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if_not/.
loverofpodcasts. (2018, February 3). [Remember the time Griffin Mcelroy wanted to be more inclusive
in The Adventure Zone so he wrote a wlw couple with tons of depth who were vital to the plot, and
then gave them a beautiful but tragic end where] [Blog post]. Retrieved May 15, 2019, from
https://loverofpodcasts.tumblr.com/post/168124906770/remember-the-time-griffin-mcelroy-
wanted-to-be.
luckyjak. (2019, March 6). [So, I know about the controversy of whether or not Matt should voice
Gilmore or Marisha voice Beau, and I’d like to throw my 2 cents out there. First, A, yes, Matt and
Marisha should voice the characters they created] [Blog post]. Retrieved April 28, 2019, from
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unintentional mistakes. Inform, don’t chastise. <3s are in the right place.] [Twitter]. Retrieved April
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We’re preparing for the worst because it’s healthy. When the stages of grief have washed over, I hope
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insane & will allow us to do some incredible things in storytelling. There are also many other
incredible people creating means for you to tell your own stories.] [Twitter]. Retrieved March 12,
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goals, I recommend you have a look at the creators in the threads below, and PLEASE peruse the
#FundDiverseGames hashtag to see some truly stellar projects out there also] [Twitter]. Retrieved
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best we can. We will do justice to what you’ve supported. I will dedicate myself to taking this
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a little grumpy over the Critical Role Kickstarter, I remind you that they made almost 10% of the
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NBvagabond. (2017, January 6). [thank you for the representation, even with some mistakes it means
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osalinasv. (2019, January 15). [It’s a bit hypocritical how the community says things like “an artist is
free to draw their interpretation” but then act like the world is ending because a character’s skin is
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owlsofstarlight. (2019, March 6). [i want matt to voice ALL of his NPC’s in this animated stuff as much
as anyone because like he’s their voice and my brain will be going “but it’s not the same” but like, this
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Radtke, T. (2017, January 6). [Tonight’s episode was a pulse-pounding joyride. Thank you so much for
what you do. Overzealous critters need to calm down.] [Twitter]. Retrieved May 3, 2019, from
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Ray, M. (2017a, March 16). [Kaitiakè means respect, guardian, keeper. Sort of the Ashari salute. Also,
totally ganked it from the Māori.] [Twitter]. Retrieved April 25, 2019, from
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Ray, M. (2017b, April 28). [Here’s a few examples of what I had in mind for Keyleth’s chiefdom tattoos!
As always, all head-canon’s welcome. #CriticalRole #TimeSkip] [Twitter]. Retrieved March 12, 2019,
from https://twitter.com/marisha_ray/status/857813258614394880.
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artists design that encompass Keyleth/Ashari as their own. (2/2)] [Twitter]. Retrieved March 12,
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OceanofPDF.com
Critical Fails
Fan Reactions to Player and Character Choices in
Critical Role
Christine Dandrow
Livestreamed Games
Since around 2006, video game players have recorded and commentated
their gameplay and posted it to YouTube, a phenomenon that came to be
known as Let’s Plays (Glas, 2015). Ever since Twitch was founded in 2011,
many players who were known for their Let’s Plays on YouTube began to
livestream their play either partially or exclusively on Twitch (Consalvo,
2017). Glas (2015) argues that the “combination between ludic immersion
and non-ludic engagement [in Let’s Plays] offers an experience of vicarious
play” (p. 84). That is, viewers feel as if they are playing along with the player.
The goal of a Let’s Play is specifically the narration by the player-streamer,
and the mastery of the game is secondary to the point of sometimes being
completely unimportant (Glas, 2015). Consalvo (2017) agrees with this,
stating that many streamers attract viewers specifically because of their
persona instead of their gaming successes. She adds that understanding how
a streamer performs failure is essential to understanding this persona
(Consalvo, 2017). Failure in a video game is clearer than in TTRPGs, at least
on the surface: you either achieve your objective, or you do not. In a Let’s
Play or streamed game, Consalvo (2017) argues, achieving the objective is
not always or exclusively the goal. Livestreaming in general and Twitch in
particular have altered the gaming landscape, allowing for an unprecedented
type of tandem play and a kind of interactivity that changes how we
understand gaming (Consalvo, 2017). There is a long history of playing -
single-player games in tandem, but Let’s Plays and livestreaming have taken
a largely educational practice (experienced player guiding inexperienced
player through a game) and turned it into an entertaining practice
(Consalvo, 2017; Glas, 2015). Thus, the objective of the player is not
necessarily the objective of the character they are controlling, because the
player may have educational, relational, or entertainment goals in addition
to their character’s narrative and/or objective goals. This is a helpful context
for analyzing livestreamed TTRPGs, as it illustrates how having an audience
could alter the player-character relationship. One could argue that there is
an additional “frame” (Mackay, 2001) here, or perhaps that the audience
intensifies and extends the performative frame. The question then becomes
whether (and how) this altered player-character relationship, which is
further complicated by the player-audience relationship, affects the
audience’s views on player and character actions/decisions.
Method
In order to answer these questions, I decided to focus on two specific
episodes. I chose these episodes both for logistical reasons and for data-
related reasons. Logistically, these episodes aired long enough before the
beginning of the study that they were available on all distribution platforms,
but recently enough that viewers would not have to work extremely hard to
remember what had happened in and around them. I also chose them
because my preliminary research indicated that these episodes were
unusually controversial and generated significant fan backlash: Episode 88
for Marisha’s/Keyleth’s choices and Episode 85 for Sam’s/Scanlan’s. The
circumstances surrounding the specific choices were very different, so I
wanted to look at how fans constructed these two instances and how they
understood fan responses to function. There have been other controversial
episodes, but few that had such heated responses that the cast felt it
necessary to respond and essentially defend themselves and their choices.
That being said, these issues and questions are hardly settled. The discussion
of the role of the fan is ongoing and always changing (as is the makeup of
the fandom itself, even more so now that there is a second campaign).
In addition to actually being present as a fan during the discussions of
these episodes, I also spent many hours retroactively reading posts on fan
forums (specifically, r/criticalrole on reddit.com) and reading through
replays of chat logs in order to make a final decision about which episodes to
choose.
Using the information gathered in this preliminary research, I created a
questionnaire with ten open-ended questions and five demographics-type
questions. I specifically asked the questions about E88 first, because my
preliminary research showed that the fan response to this episode was and
still is far more complicated than the response to E85. In separate questions,
I asked fans to describe their feelings about Keyleth, Scanlan, and Taryon. I
also asked them to describe the events of the respective episodes and to
discuss Vox Machina’s choices leading up to and during those events, as well
as asking what the fan response to those choices was. The last open-ended
questions asked why the participants watch Critical Role and what their
other experiences were with TTRPGs or TTRPG-related products. The
questionnaire was created using Qualtrics and distributed on Reddit via the
Critical Role-centric fan-curated subreddit r/criticalrole, with permission
from the moderators. After collecting responses, I began reading responses
and looking for themes utilizing the method that Warren and Karner (2015)
describe of reading and rereading until themes emerge. The questionnaire
was available for approximately 48 hours from April 15, 2017, to April 17,
2017, and 175 Critters filled it out.
I did not distribute the questionnaire elsewhere partially for practical
reasons: I knew the Critters would be willing to participate in large numbers
and did not want to be overwhelmed with data that I would then need to
code. But in terms of methodological reasons, I chose r/criticalrole over the
Facebook group or Twitter because I knew that the subreddit was extremely
focused on interpretation and analysis over other types of fan engagement
(as per their stated description, and as per my own experiences there). Also,
the subreddit is where Matt chose to engage with the fans after the escalation
began.
As a viewer and fan myself, my perspective on Critical Role is inherently
at greater risk of bias, and I was mindful of this as I worked through my
data. In order to help prevent potential bias from affecting my results, I
discussed my findings with multiple colleagues, including some who
identify as Critters and some who do not. Although bias is a risk, my insider
status also may have made gathering data simpler, and certainly made
contextualizing the answers simpler. Despite only having started a little over
two years prior to this study being performed, Critical Role at that time had
over 350 hours of content just in the main show, which is more than 14 days’
worth. They have few to no long-term in-between-season breaks like
scripted television shows, and almost every episode is between 3 and 5 hours
long. Catching up from scratch would take months, but at the beginning of
this project I was already caught up, which meant I only had to maintain
that instead of starting from the first episode. As of the time the
questionnaire was released, Critical Role was on Episode 94 and its after-
show Talks Machina was on Episode 20. Someone who wanted to study
Critters while not being a part of the community would have needed far
more time, so being already involved gave me much greater opportunity for
insights into the discussions happening within the fandom.
Several respondents mentioned an episode of a YouTube show by
Matthew Colville (a well-known DM with his own TTRPG show, a big-
name fan in this community, and a colleague of the cast) called Running the
Game, specifically Episode 36, “Slog,” which was inspired directly by the
events of Episode 88, so I also watched this episode in order to better
understand those answers. Running the Game is a show that teaches DMs
how to be better DMs, and this episode, which dealt with the titular
phenomenon of slog, used Critical Role as an example of a game that went
on so long that players ceased to have any fun and the game became a chore.
This is one possible definition of failure, and I wanted to be sure I
understood where my respondents were coming from when they talked
about this episode.
Themes
The most interesting thing about the data was the nearly universal
understanding among the respondents that Critical Role belongs to the
players, not the fans, and that the show is a privilege to witness. The data
also revealed themes that fell into two categories: fans defining acceptable
criticism and fans defining failure. This first category describes the spectrum
of what fans felt were and were not acceptable ways to critique the cast
and/or the characters when they perceived a mistake: a hateful group of fans
that are unnecessarily cruel in their comments, a group that partake in fair
and polite discussion, and a group that stick to discussion of character and
plot instead of discussing the cast. The latter overarching category, the
discussion of failure, contains three separate but interrelated themes: the
importance of making character-driven choices, the importance of telling a
good story, and the importance of roleplaying well/staying in character.
Several Critters suggested people take time to absorb and process an episode
before posting in order to prevent overemotional reactions.
It’s not our game. This sense that Critical Role is a gift granted to fans was
found within almost all of the responses, even if the question was not asking
directly about fan relationships with the show or the cast. Responses tended
to include sentences like, “This is their own game and they’re kind enough
to share the journey with us,” and, “The way I see it is that the cast blesses us
fans with the gift of watching their absolutely amazing game. It is not the
fans’ game/show to dictate.” Others described being able to watch the show
as a privilege and an honor.
Many of these fans do not perceive anything that happens in the show or
the game as something that they have a right to actively critique, however, a
significant number of viewers feel that discussion/critique/theorizing is
welcome provided everyone sticks to focusing on the characters and the plot
and not the cast members. Some feel this is best for the sake of avoiding
accidentally devolving into personal attacks and flame wars, while others
prefer it simply because they do not think they have a right to criticize
choices made for a character that does not belong to them, harkening back
to the idea that the show is something they are being “honored” to view.
Many of these participants made the connection to their own games, stating
that they would never tell a fellow player what to do with their character, so
why would they presume to tell the cast of Critical Role what to do with
theirs? Others discussed it in terms of television:
We don’t always agree with character decisions on television shows, and that is part of what draws us
in; we get mad at poor character choices, because we feel passionately about the character. That is a
natural and good response. However, players should not be criticized for playing the game the way
they would like to. It’s okay to get mad at Vax for getting himself into sticky situations; it is not okay
to get mad at Liam O’Brian for doing so.
What all of these responses have in common is the clear separation between
cast and character. Fans who feel this way about the game might get upset
when a character does something they do not like (like Scanlan leaving), but
they do not believe they have the right to say whether Scanlan’s decision was
wrong (and note that they do see it as Scanlan’s decision and not as Sam’s).
When the characters do something that fans react negatively to, these fans
will respond by talking about the characters as if they are independent
beings that exist separate from their cast members and creators. They fully
understand that they have the opportunity and the ability to voice their
criticism about the cast, and many do have criticism to offer; they simply
reject the notion that fans should express that criticism. These Critters were
very specific in stating that their self-silencing is linked directly to the nature
of Critical Role as an actual play podcast and their belief that the cast should
be allowed free reign to play with their creation. Apparently, at least for this
show, Critters very much want to restore and maintain Wilkinson’s (2010) -
one-sided mirror of fandom.
Note the phrasing “where the story was naturally leading.” Phrasing in this
vein was very common in participant responses, which all seem to regard
the story as a thing that organically manifests itself. They talk about the story
as a living thing, or as if it were pre-destined, while simultaneously talking
about the ways the cast and Matt directly or indirectly controlled that
destiny. Fans acknowledge that players can fail at making choices that tell a
“good” story, but frequently choose (as above) not to discuss whether a
choice could be considered a failure, typically because they do not see it as
their right to do so when they are not the ones telling the story.
Many participants wrote about the ways that improvised storytelling
differs from scripted storytelling like that of television. Critical Role is
entirely in the hands of Matt and the cast; there is not writer’s room, no
director, no producer, no network. Nobody else has influence over the story.
Fans spoke very positively of this, believing this to be a purer form of
storytelling because it is safer from outside influences. Worth noting is that
this is the closest any fan came to defining a good story.
Entertainment? Consalvo (2017) and Glas (2015) note the ways that
livestreaming video games altered the “goal” to include entertaining others;
interestingly, although many, many fans noted the importance of making -
character-relevant choices, roleplaying well, and telling a good story, not a
single one noted entertainment as an adjacent goal. None of the fans who
participated in this study explicitly talked about entertainment. There are
hints of the reasoning for this in their discussions of the game belonging to
the cast. If the game is, as they say, a privilege to witness, and something
ultimately not belonging to the fans at all, then it stands to reason the fans
do not perceive “good entertainment” as being something the cast can
succeed or fail at. However, upon closer examination it becomes clear that
entertainment is an important goal for fans, even if they are unaware of it.
All three of the previously discussed player goals (as perceived by fans) are
ultimately things that would only matter to fans if they considered their own
entertainment important. They disliked it when Marisha made out-of-
character choices, Sam metagamed, or when the choices the players make
seem to deny the story its “natural” course, and because they dislike it, their
entertainment quality decreases when these things happen. Thus, I would
argue that even those who insist the game does not belong to them do feel
some sense of ownership, even if it is subtle and they are unwilling to
express it.
Conclusions
This research focused on two episodes of Critical Role that aired several
weeks prior to the study. As previously discussed, this widened the pool of
possible participants, but it also caused an unexpected limitation. Many
viewer responses indicated that after the initial blow-up of reaction, the
controversy largely settled and fans began to rethink their positions. This
does not invalidate my data, as viewers were easily able to recall what
happened and the general fan responses at the time, but it does suggest that
further study should look at more immediate responses for comparison.
Also, with the broadening of the Critical Role brand to include other content
, the advent of campaign 2, and the record-breaking success of the animated
series’ Kickstarter, it is worth asking whether fans’ perceptions may have
shifted to seeing Critical Role as less of a privilege and more of a product.
The fandom has grown in size and possibly shifted in composition to
include more “traditional” media fans than gamers/players. Further research
may find that with this shift comes a shift in perspective that more closely
aligns with old media. Anecdotally, some more recent fan-creator incidents
may suggest this is the case (or, perhaps, that fan-creator perceptions are
different in different fan spaces). My research here is ultimately asking
whether Critters see Critical Role as a show or a game or hybrid of the two,
and the fact is that that the answers I have found may not still be true
because of these potential changes—but that is for future researchers to
discover.
One of the more interesting results to come out of this research is the idea
that viewers of livestreamed TTRPGs construct failure and success similarly
to viewers of livestreamed video games as discussed in Consalvo (2017).
Failure of the in-game objective was almost entirely unimportant to the
Critters. Instead, success was measured ultimately by how well fans were
entertained via how well the players stayed in character, roleplayed, and told
a good story. The evidence also suggests that these values stem from the
origins of this fandom in analog gaming. Many of the fans in this study
started as TTRPG players first and then discovered CR. That is not
universally true, but it seems that fans who come into the fandom from
traditional media fandom are quickly acculturated, learning the norms and
changing their habits of criticism and construction of failure. My
participants’ descriptions of self-reflective discussions that happened in
r/criticalrole concerning the role of the fandom and its relationship to the
cast suggest that these fans want to be keenly aware of their positionality
(even if sometimes they are unsuccessful).
The negative responses to Critical Role, that is, the people who tell other
fans that their fun is wrong, are fairly standard fare for both internet trolls
and for fandom trolls more specifically. The other fan responses, however,
are very different. With the breakdown of what Wilkinson (2010) describes
as the one-way mirror of fandom, fans have unprecedented access to media
creators, and they often use that access to express passionate opinions.
Critters, in sharp contrast to this, seem to want to hold themselves as
deliberately separate from the cast when it comes to criticism, even if that
criticism centers on the cast themselves. This seems to indicate that a
separate framework is needed for the study of these fans, one that takes into
account its unique position in the cross-section of television fan studies,
(analog) game studies, and livestreamed gaming. The data I have here is
insufficient to fully flesh out what that framework would look like
(especially given the ongoing evolution of actual play podcasts and their
fandoms), but I believe it is sufficient to demonstrate the need for it.
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OceanofPDF.com
Actual Play Audience as Archive
Analyzing the Critical Role Fandom
Shelly Jones
Arguably the most popular actual plays is Critical Role, a weekly liveshow
that streams every Thursday on Twitch.tv.1 As of the writing of this essay,
Critical Role has approximately 600,000 followers on Twitch and almost a
million subscribers on YouTube. On average, their episodes, each of which is
usually between three to six hours of content, are watched approximately
two to four million times. Incredibly, the video for their first campaign has
been watched on YouTube over 14 million times.2 As evidenced by these
numbers, the fandom surrounding Critical Role has been growing steadily
since the show’s debut in 2015. A further testament to the show’s success is
its 2019 Kickstarter for an animated video series of the show’s original story
arc. This funding campaign raised $11.4 million and is currently the sixth
highest grossing Kickstarters of all time.3 The fan-base for Critical Role,
dubbed “Critters” by the community, are arguably the largest and most
active fandom within the overall actual play medium. While other actual
play shows like The Adventure Zone (a spin-off show of the popular podcast
My Brother, My Brother, and Me) and Acquisitions Incorporated (a D&D
podcast turned live-show featuring the founders of the Penny Arcade
webcomic and PAX convention, Jerry Holkins and Mike Krahulik) have
sizeable fan support as well, the Critters have proven themselves the most
active, embracing participatory technology to interact with the creators of
the show and each other. As Taylor notes in her study of video game live
streaming, these “communities will also frequently expand the sphere of
interaction with other platforms or creative activities, such as forming
groups in games or producing fan art” (p. 45). While most actual play shows
that broadcast via Twitch.tv include a live chat in which viewers can
comment, pose questions, and even sometimes interact with the show (e.g.,
vote on specific aspects of the upcoming show like which monsters to fight
or the name of a non-player character [NPC], etc.), the Critters have gone
beyond this basic level of audience-participation by amassing their own fan-
created platforms. In addition to typical fannish acts of labor such as fan art4
and fan fiction, Critters also dedicate their time to metatexts and paratexts,
websites external to Critical Role that collect, collate, and calculate
information about Critical Role. These fan-made sites include the Critical
Role fandom wiki, a website dedicated to documenting aspects of the show;
CritRoleStats, a website “dedicated to keeping track of stats, lore, and
anything that can be quantified” (“About CritRoleStats,” n.d.) on the show;
Critical Role Transcripts, a fan-site dedicated to writing closed captions and
complete transcripts of the show for fans who are deaf or hard of hearing, or
just prefer a written document to a video5; and Critical Role Translate, a fan-
run site dedicated to translating Critical Role episodes into more than 30
languages by providing language-specific closed captioning on the YouTube
videos.
Given the robust fan production surrounding Critical Role, we can use
these prolific fan-created spaces to explore the nature of fan archival
practices. Much of the research out there on fans and fan production focuses
either on the role of fan-fiction as a way of extending or changing the
narrative canon into fanon (Chaney & Liebler, McCain), or it focuses on the
blurring of the boundaries between creator and consumer as fans in today’s
participatory culture are no longer passive receivers of media, but active
(participants) within it, co-creators and re-mixers (Jenkins 2006). Some
research focuses on the gift economy of fans between exploited into the free
labor of industrial/commercial agents (Turk 2014) or the pervasiveness of
fan toxicity as evidenced by incidents of fans harassing or threatening
producers or fellow fans (Proctor & Kies). Instead, this essay focuses on the
information that is recorded and archived in these digital fan spaces. In
particular, when potentially controversial content is created within the
origin source, how do fans document this? Looking at the Critical Role fan
wiki, this essay examines the content that fans record in their paratexts in an
effort to determine fan praxis and, as we will see, the inherent bias therein.
Through a close reading of these paratexts, we see they exhibit protective fan
behavior as fans alter the narrative of Critical Role in an effort to preserve
the brand of the show.
The Role of the Wiki
The Critical Role Wiki is a fan-produced site on the fandom.com
platform.6 Very early on in the wiki’s existence, the Critical Role Dungeon
Master himself, Matt Mercer, was a contributor.7 However as the show has
grown in popularity, the fans have taken over the duties of collecting,
collating and curating the information that populates the site. As a shared
resource, wikis traditionally ascribe to “collective action, meaning no one
individual can make unilateral decisions; collective self-governance, in that
all members of the commons can contribute to the mores of the group; and
social capital, meaning, members of the commons must find value in being
part of the commons” (Booth, 2010, p. 83). As communal authors, fans work
in tandem with one another, sometimes re-writing or over-writing another
fan’s contributions until a commonly agreed upon version is accepted by the
larger group. A hallmark of revision, a wiki page “is always in process,
embracing fluidity over static form” (Mittell, 2013, p. 37), as fans comb
through the episodes and find more information to catalog.
Like many extant wikis, the Critical Role Wiki functions as a “complex
archive of narrative information” (Booth, 2010, p. 81). As a “narrative
database” (Booth, 2010, p. 81) created by fans, the site’s “primary function is
as a repository of canonical fact” (Mittell, 2009). According to the subtitle,
the Critical Role Wiki is “a Place Documenting the Current History of
Exandria,” emphasizing the focus on the narrative of the show. As of this
writing, the site currently hosts “2,388 articles dedicated to the live Twitch
D&D show Critical Role” (“Home,” n.d.), a statement that may suggest an
attempt at capturing the spectacle of the show, as opposed to only the
canonical narrative of the show. While the majority of the information
provided in the wikis is focused on the storyline of the characters, some
information scopes beyond the canon of the narrative. Pages are dedicated
to individual characters, both PCs and NPCs, summaries of individual
episodes, significant settings and other worldbuilding elements of the
narrative. Though much of the wiki information is sourced from the show
itself, solely referencing the episodes themselves as their primary source
material, there are occasional meta-references to content from Twitter,
Reddit, or external panels and interviews by the cast. This kind of secondary
source material often lends to a blurring of the type of information that the
wiki catalogues as fans attempt to collaborate and collect key information
relevant to the show itself as opposed to the narrative of the show. For
example, on the wiki page devoted to the character Fjord, played by Travis
Willingham, the character is referred to as “Texblade,” the nickname that
Critters, the fans of the show, call Fjord outside of the game as he is a
hexblade warlock with a Texan accent (“Fjord,” n.d.). This is not, however, a
name that Fjord goes by in the narrative; the name does not pertain to the
story element of Critical Role, but rather the larger spectacle of the show.
Moreover, with the advent of the Critical Role: Tal’Dorei Campaign Setting
book has come the opportunity for fans of Critical Role to play their own
characters in the same world as their favorite player characters of the show.
The Critical Role wiki then, not only offers a space for fans to collaboratively
write about the narrative of the campaigns but also has digital spaces in the
form of blog posts for CR fans to write about their own adventures in
Exandria.In its democratizing ways, the wiki becomes a space not only to
catalogue about the creative content by the official players, but also amateur
adventurers whose characters and campaigns can intermingle with the
canon (but—importantly, as of yet—not alter the official canon as created by
the players).
Yet, the wiki does not include all information about the entity that is
Critical Role as fans carefully select and curate the material entered. If the
wiki were designated as a repository for any and all information related to
the brand of Critical Role, it would undoubtedly have to include secondary
source evidence (e.g., Tweets, videos, etc.) regarding the more controversial
moments of the spectacle of the show (e.g., discussing the dramatic
departure of former cast member, Orion Acaba) and the external strife
associated with those issues (e.g., disgruntled and deleted Tweets,
uncomfortable AskMeAnything [AMA] on Reddit, etc.).8 This type of meta-
information is absent from the wiki, perhaps because of its supposed intent
on the narrative, on the fictional world of Exandria.
Like many other fan wikis, the Critical Role Wiki then is a collaborative
space where “fans faithfully transcribe each narrative element from the show
to the wiki” (Booth, 2010, p. 82). Yet, upon further examination of the wiki,
we see that, in their communal authorship, fans have altered the narrative of
Critical Role in an effort to erase or disguise potentially controversial
elements that potentially mar the brand of the show as well as the cast.9
Though Critical Role has, overall, been positively received by fans and critics
alike, there have been a few controversial episodes featuring storylines that
have resulted in the inevitable backlash by the internet. By focusing on one
of these moments in particular, the coming out story of a character, this
essay examines how fans disguise and color these larger spectacles within
the context of the wiki. What does this information suggest about fans’
archival10 practices in terms of (self)censorship and the ethics of fan-
produced documentation and of participatory culture in general? As fan-
driven archives, how do fans deal with their own inherent bias regarding
their fandom? How do fans report and archive information about episodes
that are potentially controversial? For a closer examination of the inherent
bias of the fan-created wiki, let us turn to the story of Taryon Darrington,
adventurer extraordinaire.
This summary elides any role the rest of Vox Machina had in this encounter.
The way the summary reads, it suggests that Tary was the active pursuer (“he
slept with” as opposed to she slept with him or they made love or any
number of other ways of documenting their sexual encounter), when in
reality (and to the apparent hilarity of the cast and some audience members)
Tary was overwhelmed by Trish’s physical presence and sexual prowess.
Even in the much longer episode description on the “Jugs and Rods” wiki
page, the actual occurrences of the encounter are largely glossed over,
particularly with regard to the potentially bullying behavior of the other
characters toward Taryon’s sexuality. In the summary of this episode, the
entirety of what leads up to the sexual encounter between Taryon and Trisha
is completely omitted. Although the summary provides a step-by-step
detailing of what occurs earlier in the bar (including such minor
background details of the NPC Shauna, the bartender who is a mother of
two and has an interest in textile work as a hobby), the summary essentially
omits the scene in which Trish takes Tary upstairs to a room. The last -
content-related comment regarding this scene in the summary is “Keyleth
asks why Tary didn’t tell them sooner” (that he was interested in men).
Going back to the actual video footage, this statement occurs at 1:21:00 in
the episode. The summary of the episode on the wiki then cuts to the typical
“Break” that the cast takes, and the announcements made during the break
(e.g., giveaways, fan art display, etc.). But in the actual narrative and content
of the episode, much more happens before the break. The break doesn’t
actually happen until 1:39:00, so the summary here omits eighteen minutes
of content. Interestingly, this omission is not just of the incident with Trish
but also a scene in which Percy uses the scrying eye to spy on Scanlan (Sam
Riegel’s previous character). This additional information, however, is then
recovered within the wiki summary conveniently when Percy recaps to Vex
what he did. But importantly, only some of the content of this omitted
eighteen minutes is later recapped in the summary, but not all. A key feature
of wikis is that the technology makes “the traces of their creation visible and
accessible to users” (Mittell, 2013, p. 36), allowing someone to review when
changes, additions, deletions were made on each page. Examining the wiki
revision history of this particular page, we noticed that despite the fact that
this episode aired on April 13, 2017, the majority of the wiki summary was
not added right away.
Within 24 hours of the airdate, a brief summary of the first part of the
show was posted on the wiki, but the fans did not tackle the discussion
surrounding Taryon’s coming out story. According to the editing history of
this particular page, it was not until October 7, 2017, when a fan editor
named Androgynousweirdo added the summary for Part II of the episode,
including the “Morning After” section.17 For over five months, this
particular episode remained a stub entry, despite the fact that fans made
thirty other edits to the page in that time, all carefully avoiding writing
about the scene in question.
This wiki summary then is not faithful to the narrative of the show, but
instead works to paint Vox Machina (the characters as well as the players) in
the best light, a way to avoid recapping the actual incidents of the episode
that ultimately caused such a stir on social media afterwards. In her
ethnography of the Critical Role fandom, Robyn Hope interviewed multiple
fans to get a sense of the nature of the community. She comments on how
“Even quite early in Critical Role’s lifespan, Critters were conscious of
newcomers. They selected key pieces of information from their show,
enshrined moments of particular importance in summaries, gifsets and
stats, and created fanwork that would help viewers enjoy their fandom
experience more completely” (Hope 58). While the Critters seem to revel in
documenting the text of Critical Role to ensure ease of entry for new fans,
this lack of narrative consistency seems peculiar. The summary here would
appear more intent on eliding any potentially controversial elements rather
than committing to clarifying the narrative itself. For a fandom that prizes
themselves on being so thorough and replete with details (Hope), this
lengthy gap in the record is unusual, particularly in contrast to the minutiae
that is present within the rest of the summary (e.g., a random NPC’s
hobbies). Further, this narrative gap in the summary makes it difficult to
understand what is being referenced later in the summary when the cast
returned from the break and the episode continued. The summary on the
fan wiki states that “Pike and Grog decide to spend the night at the tavery to
wait for Tary” (“Jugs and Rods,” n.d.). Wait for Tary to do what, begs a
reader unfamiliar with the episode in its entirety. Similarly, a heading
further down below this is entitled “The Morning After,” which is suggestive
phrasing. This section header could have easily been entitled “The Next
Day,” but the phrasing “the morning after” suggests that there’s “something”
that happened in the night. Which of course there is—but the summary, up
to now, has not even alluded to what that “something” would be.
Shauna wakes them up the next morning, just as Trish comes downstairs. Trish dashes past without
stopping to talk, as she is running late to get to her post. Tary follows a moment later, looking bleary.
He tells them about his night with her, saying that he has now “experienced the pleasures of the
flesh.” After a moment of talking, he pukes and confesses that women are not for him [“Jugs and
Rods,” n.d.].
Again, the details in this section are strangely specific and yet poetically
vague: why do we need to know why Trish is hurrying away and yet we have
not even clarified where Trish and Taryon were.
On the tvtropes wiki page for this particular episode of Critical Role, fan
editors took a different approach to summarizing this incident, one that
similarly blurs the frames within the description and seemingly absolves the
players for the controversial moment: “Tary somehow manages to turn a -
Coming-Out Story into something so funny the entire table is too consumed
by laughter to properly respond for nearly a minute” (“Critical Role Taryon
Arc,” n.d.). Further, on the tvtropes page for Taryon, the fan editor focuses
the blame for Taryon’s sexual encounter on Shauna, the bartender, for
inflicting Trisha on Tary, almost as if to absolve the players and DM for the
incident altogether: “An unknowing barmaid, however, sets him up with the
guard Trish for the night … and Tary discovers that women are absolutely
for sure not for him” (“Critical Role Vox Machina,” n.d.). Here the focus is
on the narrative itself, emphasizing what the characters (particularly the -
non-player characters) did and what they could have known (or not known)
as opposed to the knowledge and interactions of the players (or in this case,
the DM). And yet, the wiki author does not solely concern themselves with
only the narrative as the sentence above emphasizes that the players (“the
entire table”) found the incident amusing. Noticeably the description of the
coming out story is not discussed in language that suggests the author’s
opinion on it, but rather focusing on factually what happened (e.g., the other
players found the incident/ moment so funny they were incapacitated with
laughter). Furthermore, while the summary states that the barmaid is
“unknowing” of Taryon’s history and preferences, it should be reiterated that
the DM and players were not. And while character knowledge versus player
knowledge is traditionally kept separate in tabletop role-playing games to
avoid the dreaded meta-gaming, there was nothing stopping any of the
characters from stepping in and telling Shauna to mind her business or Trish
to go find a new partner. Instead, the characters allowed the interaction to
happen, apparently due to the supposed hilarity of the situation and the
humor of the players.
Here the fan attempts to navigate their enjoyment of the show with the
anticipation that the show will adhere to the standards it has set for itself,
recognizing the nature of the game itself and yet having higher expectations
of the characters and of the players. It’s a low point of the show, the fan
states, emphasizing that it is the cast (as well as the hazing heroes) that the
fan expects to be better. Furthermore, this fan is attempting to engage in a
more collaborative model of online authorship.21 Their comment originates
with the question, “Should anything be made of this?” suggesting an attempt
to understand how the other wiki authors are portraying the show. As “wikis
afford large-scale collaborations” (Hunter, p. 42) among many fans, it may
sometimes be difficult to merge different fan concerns into a single text.
Moreover, wikis provide spaces for fans to “collectively decide on shared
principles and goals” (Mittell, 2013, p. 37) whether overtly stated or not. On
the public-facing surface of the wiki, “individual contributions to articles are
deemphasized and textual ownership is completely abandoned” (Hunter p.
45) as authors work collectively, writing and over-writing/riding others’
work.
Interestingly, the Critical Role wiki does not utilize the “talk pages” feature
of the wikia technology.22 This feature is specifically designed as a place for
wiki authors to collaborate and discuss as they attempt to negotiate how best
to preserve and illustrate their content in question. In his analysis of the
Lostpedia fan site, Mittell (2009) points out that these fans utilize the “Talk”
pages so that the wiki “can function as a space of debate over how to
appropriately use the site, as well as how best to watch the show itself ” and, I
would add, how to write about the show. Similarly, Rik Hunter notes about
the authors on the WOWwiki, these fans “negotiate the content of articles
(what is, should be, or could be in articles) and what makes good writing” by
utilizing the talk pages (p. 46). Yet, the Critical Role wiki does not take full
advantage of this functionality. An early wiki blog post by the Critical Role
fandom wiki’s founder, Dexcuracy, suggested instead to use a separate Slack
channel to discuss the content of pages, as they found the talk pages too
“tedious to communicate through” (“Critical Slack Team,” August 10, 2015).
This use of an external tool necessitates the additional steps of inviting
individuals to another digital space and potentially risks losing voices who
are unfamiliar with the supplemental tool. The Critical Role fan wiki does
incorporate the “Comments” section on each article, a space where fans can
“leave a quick message with your thoughts on a blog post or article page”
(“Help: Comments,” n.d.) as opposed to Talk Pages, which are “primarily
used to hash out improvements to a single page or to the community as a
whole” (“Help: Talk Pages,” n.d.). The Comments section then is often -
content-driven and antagonistic, whereas the Talk Pages allow for
contemplative discussion for the larger project as a whole. There is a clear
need for the Talk Pages as the aforementioned anonymous fan’s comment
regarding how Taryon’s hazing incident was represented on the wiki
demonstrates.
By not providing a space for these kinds of fan praxis conversations to
emerge organically, the Critters have created an environment in which those
who question the way the wiki portrays controversial moments in the
narrative are often derided. In response to the anonymous fan’s comment
regarding the hazing incident (cited above), an established wiki editor23
(with over 900 edits to his credit24) validates the narrative of the show while
acknowledging the social underpinnings of the scene:
Calm down. It is indeed just a game, but it was also (much like what Vax tried to do with Kynan) an
attempt at a wake-up call, that the world out there was very dangerous for someone so
inexperienced. Was it a bit harsh? Yes. Was it a blatant OOC [out of character] attempt to get back at
Sam for what he pulled the previous episode? Most likely. Was it ultimately necessary? In the long
run, definitely. Besides, it all worked out in the end [February 5, 2018, by TiamatZX].
TiamatZX carefully negotiates between the narrative itself and the social
aspect of the show as an answer to this potential issue. He suggests that the
players’ emotions external to the game sometimes affect the narrative itself, a
phenomenon called bleed, which is widely acknowledged and studied,
particularly in LARP (live action role-play).25 But his admonishing post does
not answer the anonymous fan’s concern: is the sentence in question an
accurate portrayal of what occurred in the episode? No. By the players’ own
admission in the episode, this summary is not an accurate portrayal of the
hazing incident. TiamatZX insists that the act of brutality by the characters
was merely a “wake-up call” despite the fact that in the episode referred to in
these comments, the cast themselves call this incident a blatant act of hazing:
Marisha: This is a part of our Vox Machina hazing. This is what we do!
Matt: This is pretty fucked up, you guys.
(all laugh)
Taliesin: So fucked up!
[…]
Matt: Hello everyone and welcome back to Critical Role. So, last we left off, in the middle of the
Whitestone courtyard, two members of Vox Machina decided, as part of the hazing process, to
assault our new temporary party member.
Taliesin: (laughs) When you put it like that.
Travis: How about test? [https://crtranscript.tumblr.com/ep086]
Here, while Marisha’s comment may have either been an in-character or out-
of-character statement, the DM’s observation that these actions are “pretty
fucked up, you guys” is a clear signal that he is addressing the players not the
characters. It would seem then, recognizing the negative connotations of this
encounter, the fans of Critical Role and editors of the wiki paratext have
taken it upon themselves to re-frame the narrative in an attempt to reiterate
the positive outcomes of the show. After all, as TiamatZX says, “it all worked
out in the end,” thanks to the careful elisions and omissions by the fans.
While Feleki observes that fans “actively participate in the production of
textual meaning, offering their own reading paths and their own writings of
the story” (p. 46), what we are seeing here seems to go beyond mere
interpretation, but rather the toxic doxa of the Critters: Critters do not speak
ill of Critical Role.
Moreover, it would seem that some fans are speaking up about the overtly
staunch (and sometimes caustic) support of the show by fellow Critters. In
an open letter to the cast after the success of their Kickstarter, one self-
proclaimed fan urgently asked Critical Role to acknowledge their lack of
diversity within the cast.26 Within this missive, the fan articulated their own
frustration at being perceived by fellow Critters as a critic of the show for
recognizing any potential flaws or problems with Critical Role. They wrote,
“there is a very vocal segment of the fandom that has responded very
defensively to this criticism,” recognizing the caustic situation in which
anyone posing any questions or feedback is perceived as antagonistic
(QueerDnD). We see this same kind of insistence on only positive comments
when TiamatZX and other wiki editors rail against fans posing questions
about Critical Role, particularly concerning the beloved cast.
A Feast of Burden
More recently, another area of conflict in the Critical Role fandom is the
concern of overt commodification of their brand. Fans, however, seem to
pick and choose when Critical Role has overstepped their boundaries. Many
of the actual play streams are funded, to some aspect, by corporate sponsors
such as Wizards of the Coast, D&D Beyond, and other prominent gaming
entities. In addition to D&D Beyond, Critical Role has been sponsored by
Wyrmwood, a company that makes custom dice trays, The Rook and the
Raven, a small paper products company specializing in role-playing
merchandise, and Dwarven Forge, a company with prominent million-
dollar Kickstarters for their modular terrain. However, when fast food
magnate, Wendy’s, sponsored a Critical Role one-shot run by Sam Riegel,
fans were outraged. Feast of Legends is a tabletop RPG “that was equal parts
advertisement and tongue-in-cheek RPG adventure-tisement” created by
Wendy’s “in a bid to capture the hearts (and lucrative market) of gamers
everywhere” (Zambrano). When the Critical Role cast ran the one-shot,
many fans, such as @factofthemattr, took to twitter bemoaning the
corporatization and capitalism on display, decrying, “this sucks. do better
critical role. brands aren’t friends. feast of legends is anti-union propaganda
disguised as ‘silly’ ttrpg.” Wendy’s had previously faced criticism and
boycotts due to their refusal to join the Fair Food Program, which is
“partnership of farmers, farmworkers, and food retailers committed to
ensuring humane wages and working conditions for the laborers who pick
fruits and vegetables on certain farms” (Morill). Critters were upset by
Critical Role’s apparent collaboration with the reviled corporate giant as they
not only played through the fast food role-playing game, but Wendy’s
financially sponsored the episode.
Further, many fans and indie gamers expressed concern that the author’s
name wasn’t on the Feast of Legends pdf that one could download to play
themselves. One of the authors of the gaming module eventually revealed
himself on Twitter, claiming his work. In response to why Wendy’s hadn’t
included his name on the Feast of Legends pdf, he reiterated that, though the
text was a game, it was ultimately an advertisement, and like most
advertisements, the focus is on the brand, not the individual creator (Keck).
Thus some audiences were viewing the Feast of Legends as an indie game, an
independent text that should be authored, while others saw it as an inventive
marketing ploy, a kind of gamified advertising. This bifurcation of
interpretations and the appearance of “selling out” to a giant fast food
corporation led to severe criticism of Critical Role. In response to the fan
backlash, Critical Role tweeted that they had donated the profits from the
sponsored one-shot to Farm Worker Justice, an act that many saw as a
blatant attempt at damage control, meant merely to pacify their fans. Matt
Mercer later tweeted that Critical Role was forever experimenting and
learning the limits by listening to their fanbase:
In this vulnerable space, we make our decisions out in the open, sometimes stumbling. Hard lessons
can, and will be learned from. We intend to do just this, and want to be the best we can be. The
world is full of complicated, delicate choices. You often don’t see the ramifications of your actions
until it’s done. What we have always done and will continue to do is listen and learn from you, the
Critters, and make amends the best we can. And we will [2019].
Shortly after these social media posts, the Feast of Legends video was
removed from the VOD and never posted to YouTube (“Feast of Legends,”
n.d.). Presumably, these decisions to remove the offending video and not
share it were made by the Critical Role development team for purposes of
branding and controlling the criticism circulating about the failed
experiment.
Turning to the fan-created wiki, the Feast of Legends episode seems to be
yet another area in which Critters are erasing any evidence of negativity in
an effort to protect their fan object. After the episode aired, fans made a page
dedicated to the one-shot special, as they would for any of the previously
aired one-shots. The page was given the name Feast of Legends and a link to
the VOD was included here. On January 28, 2020, however, this page, as well
as all of the comments posted on the page, was deleted by user
Hemhem20X6, a long-time editor of the Critical Role wiki with nearly 6000
edits to their credit. In the rationale for why this page was deleted, the
phrase “Copyright Violation” appears in the log (“Feast of Legends,” n.d.).
However, it is unclear what this brief description suggests: surely Critical
Role did not violate the copyright of Feast of Legends if Wendy’s sponsored
the one-shot episode. A quick search on YouTube reveals other actual play
groups running through the module without fear of copyright violation. The
list of specials includes several other one-shots that use alternative, indie
RPG systems such as the much beloved Honey Heist. Moreover, even if
Critical Role did violate the copyright of Feast of Legends, it would not be a
copyright violation for the fan-created wiki to acknowledge the name of this
RPG. As a repository of knowledge about the fan object, Critical Role, the
fans could include this specific information, cataloging its existence, just as
the Wikipedia page for Wendy’s does (“Wendy’s,” n.d.), without worrying
about violating anyone’s copyright. This suggests, then, that some Critters
may be using the temporal flux of the extant wiki to not only control the
narrative of Critical Role, but the narrative about Critical Role as well.
Further, if one searches for “Feast of Legends,” no results return; the entire
wiki has been scrubbed of any evidence of the one-shot running this
particular module. Even in the list of special episodes, the one-shot is simply
titled “Special 48” (“Specials,” n.d.); it is the only special episode to not
include a more descriptive title that might indicate the role-playing system
used in the one-shot. Clicking on the title of the episode brings a user to a
new page that states that this episode “used sponsored promotional rules
and a campaign guide. Following a tweet by Matthew Mercer (footnoted
link to tweet), the VOD was removed from the Critical Role Twitch channel
and never posted to YouTube” (“Special 48,” n.d.). The VOD is not located
on this page, unlike every other episode which has a video and sometimes a
transcript linked in a sidebar on the page. Oddly enough, within the list of
special episodes, a VOD is listed for Special 48, but this sends a user to a
Google Drive link that was created by a user named Critical Backup as
opposed to any officially sanctioned Critical Role site. Looking at the history
of this wiki page, we see that user LynnE216, a prolific editor with over
10,000 edits, posted the google drive link to the much-debated episode on
October 28, 2019. According to the history of the Specials wiki page, no
other editor has made any edits since October 2, 2019, before the Feast of
Legends episode aired. This perhaps suggests that Hemhem20X6 or others
are unaware that a rogue video exists in the list of episodes, or at least that a
unified fan reaction to the Feast of Legends incident, and thus a unified fan
praxis to controversial episodes, does not exist.
Conclusion
Of course, where have the Critters learned this behavior of erasure in the
guise of maintaining a positive attitude? Perhaps, it would seem, by the show
itself. In the multimillion-dollar Kickstarter, Critical Role has reiterated that,
despite the fact the funding campaign was for an animated series depicting
the first series (The Legend of Vox Machina), the character of Tiberius
Stormwind, a member of the original cast played by Orion Acaba, would not
be appearing. While there are many possible reasons for this exclusion, the
result is the same: the ultimate distortion of the narrative of Critical Role.
The administrators of the Kickstarter, however, did incorporate this
information into their FAQ, stating that Tiberius would not be part of the
animated translation of the original text, which is an effort toward
transparency.27 Yet, it is this kind of elision of the original narrative in a new
transmedial product that seems to encourage and permit fans to pick and
choose how best to frame the show on their own paratexts.
Many Critters have suggested that their passion for archiving and
preserving moments from Critical Role either in the wikis or through
creating gifsets comes out of a desire to help future Critters gain access to
Critical Role, to make their forays into fandom easier by providing nuggets
of key moments in the show, as if crystalizing them in amber. But what we
see instead are fans carefully scrubbing away any potential mars, hiding
potential issues and controversy in between the frames of the show. What we
are witnessing on these fan created paratexts such as the wiki is a
phenomenon that Jason Mittell (2013) labels “wikiality” or “a reality where,
if enough people agree with a notion, it becomes the truth” (p. 41). While
this kind of careful coding and layering of meaning on the part of the fans
may not be as dangerous as toxic fan practices like harassment or threats, I
would propose labeling this as a saccharine fan practice, one that subtly
influences the behavior and praxis of a fandom and is ultimately still
nocuous. Indeed, Matt Mercer has himself described the Critter community
as “a juggernaut of positivity” (“Critical Role’s Impact on D&D”) and it is
ultimately this overly and overtly positive attitude in the face of all else that
has lead Critters, in their archival efforts, to censor potentially controversial
aspects of the larger spectacle of Critical Role. Critters, then, seem to try to
“win Dungeons & Dragons” as they diligently transform the show,
polymorphing it into the best version of itself.
Notes
1. As with many Twitch streams, the video is later posted to YouTube. Critical Role now also makes
their content available in podcast form.
2. Presumably this episode has been watched more because folks wanted to see what all the hype and
media was about.
3. See Stimmel 2020 for more details.
4. It should be noted that Critters are prolific when it comes to fan art. Each episode’s 20–30 minute
break includes a cycle of recent fan art that artists have tweeted to the show. The fan art is so integral
to the Critical Role experience that there is a Critical Role fan art book and, as of July 2019, a second
volume is being published (“Art Book,” n.d.). In January 2019 there was also a live art show at a gallery
in Los Angeles featuring Critical Role fan art (“Art show: The Art of Exandria,” n.d.).
5. It should be noted that as of April 5, 2019, this service is being deactivated as Critical Role has
decided to perform this work in-house. An announcement was made on twitter (Critical Role, 2019).
6. For purposes of corporate clarity and potential conflicts of interest, it should be noted that as of
December 2018 Fandom owns Curse Meda, which used to be owned by Twitch. Fandom is also the
owner of D&D Beyond, the official sponsor of Critical Role as of the second campaign (D&D Beyond,
n.d.).
7. While one might wonder if perhaps this handle of Matthewmercer could instead be an avid fan
adopting Mercer’s name for the wiki, some of the contributions to the wiki and the phrasing suggest
that the author behind this handle must in fact be the DM himself. For example, one edit made by
Matthewmercer was “Was misspoken in the episode (due to Brainfart), it is the Dwendalian Empire”
“User Contributions for Matthewmercer,” n.d.). This suggests that the DM himself misspoke during
the show (as only he would know that he misspoke due to a “Brainfart” as opposed to another reason)
and updated the corresponding page appropriately. It should be noted that the majority of
Matthewmercer’s contributions to the wiki were very early on in the history of the show and the wiki
itself, filling in important worldbuilding history such as the population of towns in the storyline or
clarifying relationships between PC and NPCs. The bulk of these contributions were made in 2015
with his last contribution being made in 2017. Since then, it would seem that the DM has recognized
the site as a space for fans to collaborate as opposed to a content creator to overwrite and authorize
information.
8. There is an entire sub-reddit (https://www.reddit.com/r/criticalrole/wiki/orion) dedicated to the
rules of not discussing Orion Acaba’s departure from the show, complete with a list of frequently asked
questions and what not to say. Within this source, the posters and moderators specify that they are
doing this at the request of the cast of Critical Role and that the Critter Community should respect
their wishes.
9. To be clear, I am not interested in analyzing the gory details of the controversies that have
happened, but rather how these incidents have been portrayed by the fan community.
10. I should note that Abigail De Kosnik (2016), in her exploration of fan-fiction sites as rogue
archives, specifically states that she does not consider wikis to be a kind of archive as wikis “mostly
offer factual information and commentary about cultural texts, and not the texts themselves” (76). I
would argue that while this is true, the information and commentary about the cultural text is a text
itself to be consumed and analyzed (as I am doing). Just as original source material may be subject to
discrimination as to whether or not be included in the archive, so too can summaries, metatexts, and
“facts” be elided or modified to better fit the fandom’s perception of the show. Moreover, the Critical
Role wiki does also include links to the original source material as well as some fan art (again:
carefully culled) and other fan productions. The wiki itself then is a fan production that dons the guise
of “fact.”
11. For more on Dungeons & Dragons specifically and tabletop role-playing games, see Fine,
Grouling Cover, Mackay, and Trammell, among others.
12. This tweet only received 288 likes and 38 retweets, which is a fraction of the average number of
responses that the majority of Mercer’s tweets typically receive.
13. See Sam Riegel’s AMA on Reddit for more information about this.
https://www.reddit.com/r/criticalrole/comments/6mkaze/spoilers_e104_i_am_sam_riegel_ama/
14. See footnote 138 on the “Caduceus Clay” wiki.
15. This is an allusion to the fact that Vax, a male twin of Vex, is a rogue, while she, Vex, is a ranger.
16. Critics of the show might also point out that 1) Lawrence was supposedly killed by Taryon’s
father, further reiterating the stereotypical “bury your gays” trope, and 2) Lawrence is never seen but
only mentioned in a few episodes, including in Mercer’s “epilogue for Taryon” in “The Chapter
Closes” (episode 115). This further supports some fans’ view of the show, particularly campaign one,
as queerbaiting as queer relationships were often alluded to, but never really played out.
17. A benefit to analyzing wikis is the breadcrumbs of changes revealed in the history. See
https://criticalrole.fandom.com/wiki/Jugs_and_Rods?action=history for this particular page’s revision
history.
18. See Christine Dandrow’s thorough discussion of this in her essay in this collection.
19. See Episode 86 “Daring Days.”
20. Note that many fans prefer to remain anonymous while posting. It is especially interesting that
this fan chooses to be anonymous while making a comment that could be perceived by the fan
community as sacrilege. Looking into this particular fan’s wiki posts, this is only one of three
comments the fan ever made on the wiki
(https://criticalrole.fandom.com/wiki/Special:Contributions/50.79.201.81).
21. As Henry Jenkins notes about wikis, “the fan community pools its knowledge because no single
fan can know everything necessary to fully appreciate” the fan object in question (139). Wikis are
hallmarks of the collective intelligence, then, as fans each contribute to the common text (Mittell,
2013, 39).
22. There is a discussion forum on this particular wiki, but the conversations here tends to be more
about asking for help from the admins to rename pages or other questions. This feature is also highly
underutilized by the fans. In the past year, only 19 posts have been made to the Discussion Forum
(https://criticalrole.fandom.com/f).
23. As Mittell (2013) observes, in the realm of wikis “expertise is tied to active participation within
the Wikipedia community rather than an authorial identity” (p. 37).
24. See https://criticalrole.fandom.com/wiki/User:TiamatZX.
25. See Sarah Lynne Bowman, Maury Brown, and Evan Torner for more on “bleed” in RPGs and
LARPs.
26. Despite numerous efforts to be inclusive, ultimately it cannot be denied that the cast of the show
are all white with the majority of them being heterosexual.
27. See Kickstarter FAQ here: https://www.kickstarter.com/projects/criticalrole/critical-role-the-
legend-of-vox-machina-animated-s/faqs.
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OceanofPDF.com
Commodification and Pedagogy
Other Approaches and Uses of Actual Play
OceanofPDF.com
Consumable Play
A Performative Model of Actual Play Networks
Mariah E. Marsden and Kelsey Paige Mason
Permeable Boundaries
One of the major aspects of consumable play is the permeability of
boundaries during play. Here, we deviate further from Huizinga’s assertions
about the bounded experience play, which he articulates when describing
his Magic Circle Theory: “All play moves and has its being within a play-
ground marked off beforehand either materially or ideally, deliberately or as
a matter of course.” Huizinga continues, “The arena, the card-table, the
magic circle, the temple, the stage, the screen […] are all in form and
function play-grounds, i.e., forbidden spots, isolated, hedged round,
hallowed, within which special rules obtain. All are temporary worlds
within the ordinary world, dedicated to the performance of an act apart”
(1950, p. 10). Huizinga emphasizes these boundaries through spatial
references and metaphors, concretizing those markers which separate the
play world from other worlds of experience. With the advent of massively
multiplayer online role-playing games (MMORPGs), digital landscapes,
corporate gaming industries, and virtual reality technologies, scholars have
since questioned the strict boundaries Huizinga draws between mundane
experience and what he marks as the “play-ground” and have offered more
porous boundary terms, such as “synthetic worlds” (Castronova, 2005) and
“magic nodes” (Lammes, 2008). In actual play performances, boundaries
can be established through metadiscursive feedback in which participants
might comment on the inclusion or exclusion of out-game signals, such as
noise interference or the insistence of character voices to distinguish
between players and their avatars during the emergent performance.
Extending the work of these later scholars, we identify a kind of
permeability in actual play performances that facilitates commodification
and consumption. Like Castronova’s synthetic worlds, actual play
performances allow for boundary-crossing by players, spectators, producers,
and consumers—spatially and temporally. Archived recordings of play offer
opportunities to blur performance contexts and new channels of audience
engagement. Permeability in this case operates on a continuum; certain
performances are more or less permeable than others, depending on the
rhetorical and gaming mechanisms utilized by the performers and
participants. Permeability, then, is an ongoing and emergent element of
consumable play that is continuously negotiated by participants.
Systems of Competency
Even in the midst of dynamic play, actual play performances engage with
explicitly structured gaming systems such as the various editions of D&D.
Both players and game masters must navigate these rules and confirm their
competency. Scholars have written about communicative competence within
specific linguistic and sociolinguistic systems (Chomsky, 1965; Hymes, 1972;
Bauman, 1977), but in evaluating competency during roleplaying games,
participants must also demonstrate their shared knowledge of the game
system in which they are operating. We say “knowledge of ” and not
“adherence to” because performers can deviate from the rules of the game in
certain contexts that can be premeditated or emergent. They often justify
these system-breaks through a display of citational competency, which is the
DM’s ability to cite a rule even as they break it. In actual play, the shared
knowledge of a game system between audience and performers opens a new
evaluative dimension: navigational competency. Performers are expected to
navigate explicit rule systems that are shared within the community,
whether that be the Fifth Edition of D&D or Monster of the Week. Play is
performed in this structured frame but, as we have noted earlier, the
permeable boundaries and dynamic roles of consumable play allow for
deviation and adaptation even as this play functions within networks of
consumption.
As a part of this move from the private play space to public performance,
the assumed contracts between performers and spectators have a new
weight. By “contracts,” we mean unofficial social contracts or conventions
for interaction that are often implicit but cited during moments of
interactional difficulty. For example, during The Adventure Zone live
performances, the McElroys expressed the unofficial rule when audience
members attempted to interact with the performers during gameplay: “it’s
not a back-and forth kind of thing.”24 There are expectations one has from a
performance, and some of those expectations create friction with the
original play contract. As actual play producers create more frameworks for
participation—creating new mechanisms for incorporation, such as the -
weapons-naming feature or the inclusion of a live-stream audience chat—
new contracts are negotiated that shape how players and audience members
agree to interact. These implicit agreements are a part of the play network,
shifting as events happen during gameplay to accommodate new avenues for
production and consumption.
The transformations of actual play networks have an effect on and will
continue to affect TTRPG systems, our fifth and final node. While we have
already seen the development of D&D’s Fifth Edition both as in
consideration and support of actual play, one has to wonder what TTRPG
systems in the future will look like. With the Fifth Edition, the focus was on
preparing a system that novice players could easily interact with, rather than
moving back to earlier systems which emphasized numerical stats and
complex battle systems. As more groups record and distribute their play—
whether they be amateurs or professionals like Critical Role and The
Adventure Zone—we must consider how models of performance may impact
play styles and the evolution of new systems. Newcomers to D&D are
frequently encouraged to explore actual play media in order to learn the
rules and expectations for play (Wizards of the Coast, 2017; Heller, 2019;
Moreno, 2016; Herkewitz, 2018). With the popularity and spread of actual
play, performance styles and game conventions will shift and stabilize within
these networks of consumption. By attending to this node as well as the four
others previously discussed (roles, products, expressive genres, and
contracts), we can think more critically about the impact of entertainment
media, performance, and consumption on gaming interactions in a global
network.
Notes
1. D&D’s increase in consumption/production potential is owed in part to the “Open Gaming
License” of the d20 system since the third edition: “[this means] that others could freely publish
scenarios, books, and rule sets using the d20 system … [and] led to a flurry of fan and small press
publications” (Knowles, 2018, p. 305).
2. While outside the current scope of this study, it is important to note that while we propose
“consumable play” as an applicable term across the actual play movement, there are important
differences between how mainstream productions are consumed compared to less well-known
productions. Thus, we make these designations between actual play performances to assist in coding
future analyses of diverse performances.
3. McElroy (2014), Hall (2014), DeVille (2017), and Hall (2018) comment on the role of D&D Fifth
Edition and actual play in the evolution of gaming culture in recent years.
4. Interestingly, in the original article, each of these commodities have a direct hyperlink to their
product listing for ease of purchase. Though the article’s focus is on discussing the growing impact
and popularity with actual play, it is also representative of actual play’s inseparable capitalist
foundation—where a discussion of actual play’s success necessarily is hyperlinked to promoting a
product line.
5. While beyond the scope of this study, comparing The Adventure Zone and Critical Role also allows
analysts to comment on issues of accessibility (captioning, streaming, chat, technology) game
mechanics (traditional rules versus “homerules”), informal regulation (gameplay discourse and
interactional rules), advertising, financial solicitation, and performance style as they relate to theories
of consumption. For example, one might point to Critical Role only recently taking over responsibility
for providing closed captions on their videos, where before the service was provided entirely by
volunteers at https://crtranscript.tumblr.com/transcripts.
6. The McElroys would later work with the Monster of the Week system for a later season: “The
Amnesty Arc.”
7. Griffin’s insistence on describing The Adventure Zone as “storytelling” rather than “long battles”
illustrates an acknowledgement of a shift in TTRPG focus, informed and continued through actual
play; rather than focusing on mechanics and battle systems, as was the case with earlier D&D and
TTRPG editions, the emphasis is on storytelling, character development, and performance.
8. This “Fantasy Cosco” incorporative mechanism further reinforces the connection between
consumption and audience participation; listeners are called upon to imaginatively produce goods
which the characters can purchase. In this way, the audience members are incorporated into gameplay
as producers.
9. Transcriber’s notes are italicized and enclosed in brackets.
10. Of note in this interaction is Justin’s playful reference to their need for “donations” to keep
producing their content. This move highlights the precarity of the performers as producers within the
entertainment industry.
11. Critical Role has also performed in front of a larger audience in both of their campaign seasons
with restricted rules of audience participation. Notably, Kevin, the director of Geek & Sundry and the
emcee for their premier live-audience event, outlined specific rules for the performance: “please do
me a favor, put your phones on silent, all right? The house lights are going to be kind of dim, so you
can use your phones, you can tweet, you can do social media posts, whatever you wantv… So yeah,
just put everything on silent and be silent about it. You can tweet about the show, please use the
hashtag #CriticalRoleLivev… this not a Rocky Horror thing, so don’t shout out like, ‘I would like to
rage.’ Don’t do that stuff, don’t ‘how do you want to do this?’ … Be respectful of the people on stage.
Think of this as a funny play. You can laugh, you can woo, but maybe don’t shout out suggestions…
Wait, I have one other thing. There’s a merch thing… After the show, the merch table’s going to be
open, so if you didn’t get a chance to get merch, you’re going to get another chance to get merch.” In a
few quick instructions, Kevin outlines how Critical Role wishes for their audience to interact—
through silence, performance-appropriate vocalizations, and the purchasing of merchandise.
12. “Foley” is the recording of physical sounds to augment an aural performance, something very
much like sound effects. Clint McElroy is a former radio personality, and the family regularly employs
this specialized language during their gameplay. This move further demonstrates the hybridity of The
Adventure Zone performances, which incorporate language and discursive moves across a range of
genres, from radio to public television broadcasts.
13. Of note here, as well, is the equalization of performer footing in this interaction. The DM-
performer, who conventionally wields more incorporative authority during gameplay, is eventually
overruled by the assertions of all three player-performers. Griffin (the DM) opens the floor for
audience participation. Clint, Travis, and Justin then do discursive repair to foreclose this
participation as they attempt to order a more bounded style of gameplay that is restricted to the stage.
14. These mechanisms can be used to correct both audience members and the performers
themselves, as we have seen during Clint’s misreading of the named crossbow event. As the
performers/producers strive for fluid interaction—and a more felicitous performance—they employ
these mechanisms to discursively manage any difficulty or unproductive downkeyings that may arise.
15. The Adventure Zone’s economic network is vital to its production. As a part of the Maximum Fun
network—an independent podcast network that distributes a variety of variety—the McElroys
regularly participate in the MaxFun Drive, which solicits donations from listeners to help support
their shows and the network at large. The McElroys also host several other podcasts on this network,
including Sawbones, Shmanners, and the popular My Brother, My Brother, and Me. Maximum Fun
strives to emphasize their independent status with the tagline at the end of their podcasts: “Artist
owned. Listener supported” (G. McElroy, 2015).
16. Griffin and the other McElroys have given numerous interviews about the integration of queer
characters and characters of color even as they acknowledge their positionality as white, cisgender
male performers (Enlow, 2018).
17. Compared to The Adventure Zone, the McElroys encourage audience participation, but through
controlled interactions, such as suggesting names for the NPCs. Where audience communication
originally was displayed on Critical Role’s game display and was not edited or modified, as the show
continued, control over audience communication became more important and reactive—responding
to posts on Twitter or on Twitch, for example—rather than interactive.
18. At another intersection of active and passive spectators and their interactions with the
performances are volunteers who produce archival content. Similar to the transcriptions of the show, a
group of volunteers has archived puns, media references, and other allusions at
www.critrolestats.com/
19. A number of Twitter users categorized Mollymauk’s death as part of a narrative trope called
“Bury Your Gays.” This trope identifies a trend where non-heteronormative characters cannot be
expected to have a happy ending, and worst, that it is likely that individual will die (Mollymauk
Tealeaf, 2018).
20. The full Twitter thread from July 18, 2018, reads: “I appreciate the support, and judging by the
conversation, a number of people suddenly hate me. That’s fine. I’ll weather the slings and arrows.
Ours is a story of heroism and hope in a dark world. A story many of us need. One that turns in
unexpected ways, and one I believe in. I love my players, deeply. I am constantly checking in with
them. Our trust is endless and mutual, and is the nature of the game, not all ends are written. If you
found this one, singular moment so strong to somehow break your trust in me, then… I am sorry.
Genuinely. However, it’s a dark spot in a vibrant narrative. There is so much to come. We’re preparing
for the worst because it’s healthy. When the stages of grief have washed over, I hope you still wish to
join us. If not, then I wish you luck and good travels.” (cited in Tamburro, 2018; Hoffer, 2018).
21. While we recognize the rich history in fandom / fan studies regarding the term “transformative”
as it relates to “transformative works,” “transformative” in this sense only represents this stage of
change, fluctuation, or interconnectedness as it pertains to relationships and networks. However, there
is ample potential to recast these transformative networks of consumable play in light of fan studies
since TTRPGs and actual play performances are transformative works in their own right. In
particular, we can see a fan studies’ reading of “transformative” as including transformations for
cultural commentary, for appreciation, for community, and for profit (Booth, 2018).
22. There is certainly the potential for more transformative nodes beyond what we have identified
here; these five dimensions represent a starting point for future research. See Figure 1 for an
illustration of these nodes and their relationship with the sliding scales of temporal distance and
interaction.
23. Knowles and Castronova also helpfully outline “three revenue-driving strategies”: extension,
where publishers start with a basic rule book, but then supplement with additional adventures and -
add-on rules or backstories; collector’s items, which encourage consumers to purchase unique
collectable versions of standard products; and accessories, which are usually physical products (such as
maps or character figures), though now these accessories might also extend to digital “helper” apps
(such as online character sheet builders or dice rollers) (2018, p. 305).
24. See our earlier discussion of the Live in Boston episode for this example and excerpts of this
dialogue.
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OceanofPDF.com
Actual Play as Actual Learning
What Gamers, Teachers and Designers Can Learn
About Learning from Actual Play Videos
Alex Layne
Introduction
Platforms like Twitch and YouTube have dramatically changed the way
gamers game. While much press has been given to the large audiences
drawn to esports events and personalities, a parallel community has been
growing and thriving in the realm of tabletop gaming. Just as top League of
Legends players can change the entire game by using a novel playing strategy
during a stream session, tabletop games like Dungeons & Dragons (D&D)
and board and card games are heavily influenced by those who post play
sessions online. For players, aspiring players, and fans, these videos, called
Actual Play videos, are a key part of gamer culture.
Actual Play videos are full of story, community, and imagination; they’re
an immersive and interactive form of entertainment, much like the board
and tabletop games being showcased. In this essay, the author explores a
secondary purpose for Actual Play videos: instruction. Board and tabletop
games are complex rhetorical artifacts, and learning a game takes familiarity
with genre conventions, deep critical thinking skills, and, above all, time.
Actual Play videos, while they often serve primarily as entertainment, are
also used by players to learn how to play games, and as such have a
multifaceted duality that can be useful for players, educators, game
designers, and game companies to explore.
YouTube is becoming increasingly recognized as a venue for education
and instruction (Clifton & Mann, 2011; Lee & Lehto, 2013; Kousha,
Thelwall, & Abdoli, 2012). Likewise, games have been shown again and
again to be effective teaching and learning tools (Gee, 2003, 2007; Finseth,
2018; Prensky, 2007; Squire, 2008). This essay explores the merger of these
two worlds through an analysis of the strategies used by some of the top-
viewed Actual Play videos produced by groups such as Geek & Sundry;
Dice, Camera, Action; High Rollers DnD; Watch It Played; Games Night;
and Shut Up & Sit Down and Actual Play videos by relatively unknown
groups. These videos share common strategies, organization patterns, and
rhetorical language that can be useful in exploring why these videos are such
an interesting and effective mechanism for learning.
Methods
For this essay, 40 Actual Play videos were examined for 77 points of data.
The purpose of this research was exploratory, and thus a systematic and
replicable method of choosing videos was not a priority. Rather, the author
attempted to choose a breadth of Actual Play videos: those with the most
views (10,906,881), the fewest views (46), those by the most well-known
YouTubers (Matt Mercer), those by unknown YouTubers (The TableTop
BellHop), a range of tabletop game types, a range of lengths, a mix of game
genres, etc. The data collected is not meant to be a systematic breakdown of
all Actual Play videos, and the results cannot be assumed to be reflective of
the entire Actual Play landscape. After all, coding the hundreds of thousands
of Actual Play videos is far outside the scope of this project. However, the
data collected and discussed does show some interesting trends that can be
pursued by future researchers.
The coding sheet was created by watching 10 top Actual Play videos and
recording commonalities. There is not an objective mechanism that exists
for this type of content analysis, thus it was created organically in an attempt
to describe and catalogue Actual Play videos as they exist rather than
working from a set of conventions and applying them to the videos. The
coding sheet was calibrated by three researchers and revised to a 95 percent
similarity before being applied to the Actual Play videos. Once calibrated,
the author applied them to each of the 40 chosen Actual Play videos, which
ranged from 6 minutes to over 4 hours. Google Forms and Excel were used
to input, visualize, and analyze the data.
Results
General Data
Of the 40 videos analyzed, 62.5 percent were of a tabletop role-playing
game (TTRPG), with D&D being the largest category. Board game Actual
Play videos made up 37.5 percent of the Actual Play videos analyzed. The
top three viewed videos were all D&D Actual Plays, while four of the five
least viewed videos were board game Actual Plays, suggesting that currently
the audience for D&D videos is more robust than the audience for board
game Actual Play videos. While some definitions of Actual Play only include
TTRPGS like D&D, I have more broadly defined Actual Play here to include
board and card videos. I have done this for two primary reasons: first,
groups like Geek & Sundry were publishing Actual Play videos, Tabletop
(2012–2017), several years before their groundbreaking Critical Role (2015–
2018) series. It is important historically to recognize the role of board games
in the genre of Actual Play, and it could be argued that board games are
foundational to the current success of Actual Plays. Second, board game
Actual Plays can be extremely useful for teaching and learning, which is the
focus of this essay.
This graph indicates the type of game played in the actual play videos analyzed.
Almost all of the videos had a fun tone to them (92.5 percent). Those that
did not have a fun tone were more focused on teaching the mechanics of the
game. Though fun, 80 percent of the videos were also serious, which was
apparent through things like roleplay and competition. Tone was a key
component in drawing in the audience. All of the top videos used humor,
while the two videos with the least views (46 and 210 views) do not use
humor or have a fun tone. Based on this information, levity is a genre
convention of successful Actual Play videos. It should be no surprise to
game scholars than being serious and having a fun atmosphere are not
mutually exclusive. Actual Play videos seem to capitalize on this crossover
successfully.
The tone of actual play videos can vary, but levity would appear to be a genre convention of a
successful actual play video.
The most common setting was in a studio (45 percent), which suggests
that Actual Play videos are being invested in on a larger scale. Often the
studios were equipped with high-end gaming tables, numerous cameras, -
high-quality microphones, and other professional-level gear. The second
most common location was at home (25 percent), followed by being
streamed from multiple locations (17.5 percent). Of the videos analyzed,
17.5 percent had locations decorated in a style appropriate to the theme or
setting of the game. Most often these were D&D games where sessions took
place regularly, or they were professionally produced videos.
Having a decorated table was not counted as a location being decorated
according to the theme of the game. While many of the D&D and other
RPG games did have elaborately decorated tables, it would have been
impossible to calibrate that with board games that also cover the table in
themed items.
The settings of actual play videos are diverse with a majority performed within a professional
studio setting.
A deliberate attempt was made to find videos of varying length. This was
done in an effort to have data that represented all lengths of Actual Play
videos, not just marathon role playing (RP) sessions or quick board games.
Of the videos lasting over two hours (11), only two belong to board games
while the others are D&D or other RPG, suggesting that RPG streams are
generally longer than board game Actual Play videos. However, this data
may not represent the entire picture, as some games take multiple Actual
Play videos to complete. Most, if not all, D&D videos had multiple episodes
as well. Therefore, this data does not show the entire picture.
While actual play videos can be any length, the majority of them tend to stretch beyond the two
hour mark.
Fifty percent of the Actual Play videos analyzed had 5 or more presenters.
This included the game or dungeon master in the case of RPGs. 18 of the 19
of the videos with 5 or more presenters were Actual Plays of D&D or
another RPG. Only 1, or 5 percent, of the videos with 5 or more players was
a board game.
As actual play videos depict playthroughs of games, many include five or more presenters even if
those individuals are not playing an RPG.
As a didactic tool, most actual play videos include some content introducing the viewer to the
game being played.
Most of the Actual Play videos used humor, with 85 percent using it
heavily or intermittently. Of all the game play specific data analyzed, this was
the strongest category. While many jokes were told in the introduction and
conclusion, they also were present in the gameplay of even heavily role-
played games. Players would often alternate between being completely in
character and laughing about how serious they were taking the game.
The average number of views for videos that do not use humor at all is
17,099 whereas the average number of viewers for videos that use humor
heavily is 506,066. This suggests that viewers want and expect humor from
Actual Play videos. Videos that use humor heavily or intermittently (average
1,034,111) were much more successful that those that did not. There is a
5947 percent increase in the number of viewers from videos that used to
humor to those that used it intermittently or heavily.
Humor would seem to be an integral part of actual play videos.
Narrative is a key category, particularly for RPG games like D&D. The
narrative of the game was discussed heavily or intermittently in 75 percent
of the videos. One hundred percent of the videos that do not discuss the
narrative at all were Actual Play of board games. As some board games have
little or no narrative, that is an expected number. In one of these cases, the
withholding of the narrative from the audience was part of the game. The
audience was made to figure out the game despite having no context. Thus,
not discussing the game narrative does not necessarily mean narrative is not
an important part of the game and the Actual Play video. That said, these
numbers suggest that viewers of Actual Play videos typically expect the
narrative to be discussed heavily or intermittently.
There is a heavy emphasis on narrative in actual play videos.
The number of videos that discuss narrative fairly closely mimic the
number of videos that dive into character background. Videos that discuss
character background were 65.5 percent, while 32.5 percent discuss them
rarely or not at all. However, similar to narrative, there are sometimes
strategic reasons for withholding information about character backgrounds.
It can be a function of the game or done to provide the audience with a more
organic experience, letting a player’s character unfold through action instead
of exposition.
As mentioned above, the more professional groups making Actual Play
videos, such as Geek & Sundry, often do separate videos that introduce
characters. Even so, almost all RPG games started with at least a cursory
mention of character background, even if that only included information
such as name and class.
Similarly, many actual play videos emphasize character backgrounds in addition to the narrative
being played out.
The discussion of strategy decisions was one of the most crucial aspects of
this analysis. Seventy-five percent of videos have either heavy or intermittent
discussion of strategy decision. Players would often vocalize the various
choices in front of them, sometimes soliciting feedback but often just stating
the different options out loud. This out-loud thought process was one of the
most intriguing parts of the Actual Play videos. Often comments would
specifically mention moments where a player would vocalize about a
particularly difficult decision, showing that this strategy is engaging to the
audience. This category became one of the most important elements for how
Actual Play videos teach viewers.
Discussing strategy and decision-making seems to be another integral aspect of actual play
videos.
Only 62.5 percent of the videos had a formal conclusion. Often the
dungeon master would simply declare the game over and the video would
end. Videos that had conclusion with purely serious conclusions were 76.9
percent. This was particularly the case in the more professionally recorded
videos, as there was often a long concluding segment that mentioned the
players’ YouTube channels, sponsors, and where to watch future streams or
videos. Several of the videos ended on a “break,” and the next video in the
series had the conclusion. Therefore, these numbers are not necessarily
representative of whether or not Actual Play videos typically have
concluding segments.
As many actual play videos feature narratives that carry across multiple episodes, a concluding
segment does not seem to be a requirement.
Other Data
The number of viewers for the videos ranged from 46 to over 10,000,000.
The average of all the videos was 805,105. The oldest viewed video was
uploaded on 10/7/2011 and the most recent was 5/18/2019. This suggests
that Actual Play videos are far from a new, unknown concept. They have an
enormous and engaged audience. Many of the cast members, such as Matt
Mercer or Felicia Day, have a cult following. Two of the analyzed videos
were rebroadcasts of podcasts. While searching forums for favorite and
popular Actual Play videos, it became apparent that podcasts are a favored
way to consume Actual Play; this is mostly the case for D&D and other
RPGs.
Videos continuously recorded (this includes videos with an animated or -
pre-recorded introduction or outro) were 67.5 percent, while 32.5 percent
had actual edited gameplay. The most common screen positioning for
players was a distant view that showed all games in one shot (57.5 percent of
videos). Videos used a split screen to feature multiple players or other data at
once were 27.5 percent.
One failed category of data collection was genre. Genre here is meant to
mean the category of game being played, such as strategy, eurogame, party
game, and so on. The author anticipated many of the videos would discuss
genre conventions, particularly for board game Actual Play videos. However,
this was not the case. 62.5 percent of the videos did not discuss genre at all,
and 30 percent of them discussed it rarely, such as one mention in the
introduction. This may be because the players assume the audience is aware
of conventions, or that they themselves are not familiar with the idea of
genre conventions. Or perhaps talking about genre is not seen as
entertaining or effective instruction and thus it is purposefully not talked
about.
Another category of failed data collection was about comments. Only 1 of
the 40 videos (2.6 percent) had comments that specifically mention learning
from the video. While not all comments were read, the top 100 comments
on every video were analyzed. The video that did have multiple comments
mentioning learning was not designed specifically to teach players how to
play the game, which was D&D in this case. However, the video, called
“(D&D5E) Beginners Play D&D: Episode 1” had a cast that had not played
before. Many commenters thanked the producers for creating such an
effective teaching tool (the author’s words, not the commenters).
Anecdata
One of the categories not accounted for on the analysis sheet but that
could have yielded interesting data was the number of crossover guests for
different RPGs. Many times a D&D or other RPG party would consist
entirely of other YouTubers, streamers, or gaming personalities. Just as
interesting, and just as frequent, was the number of times a player was
included who had never played the game at hand. That player’s interactions
because some of the most useful, and wholly unintentional, “teaching
moments” of the Actual Play videos.
The number of videos that had players who never played the game before
was also a surprise and also contributed to the learning that happens
through Actual Play videos. While this data was not recorded, anecdotally
around 80 percent of the videos analyzed had at least one player who had
never played the game before. This allowed other members or the game
master to teach the audience through teaching the new player how to play.
A point of missed data collection is the amount of time spent discussing
strategy decisions v. other things like narrative and character backgrounds.
Anecdotally, vocalizing about how and why a player is making a certain
decision is a significant part of the Actual Play videos. This may be
surprising to find, as one would typically expect Actual Play videos like
D&D to focus more on story. While numbers were not collected to
determine this, the impression the author got from the videos is that more
time is spent discussing decisions than anything else Actual Play videos.
Discussion
The main research question of this essay is this: how are viewers using
Actual Play videos as instruments of learning? The data presented above
show three promising areas to be studied in future research:
1. Actual Play videos are effective instructional tools because the
presenters verbalize strategy decisions
2. Actual Play videos consistently use humor to make teachable
moments fun
3. Actual Play videos often do not draw attention to the learning that
is taking place
S eventy-five percent of the videos analyzed had players that verbalized
their decision making heavily or intermittently. This significantly
contributed to the learning that could take place. The average number of
viewers for videos where players heavily or intermittently discuss their
strategic decision making is 996,322, while the average number of viewers
for videos that either rarely or never discussed strategic decisions is
significantly lower at 231,454. At the very least, this suggests that the Actual
Play videos where players verbalize their decisions is more entertaining.
However, it also can be an effective learning tool.
“Humor” and “fun” consistently show up in the data as the strongest
category across the most videos. The two videos that do not use humor at all
have the two lowest number of views. This suggests that humor and having a
fun atmosphere is a crucial part of making Actual Play videos successful.
Furthermore, as Actual Play videos are analyzed as instruments of learning,
it suggests that levity is key in having a successful atmosphere of learning.
Few of the videos attempt to directly teach the audience how to play the
game. Instead, it is assumed that the learning will take place through
observation. Many of the videos have players who have never played before,
and the game masters typically point out that the audience can learn the
game along with the player. While learning through demonstration (i.e.,
watching players verbalize as they think through a decision) happens in
almost all of the videos analyzed, much of the learning happens by watching
new players struggle with the rules. This is a kind of indirect learning that
has promising implications for teachers and developers.
Conclusion
The data presented here dives into the content of Actual Play videos.
Analysis shows the tactics used by Actual Play videos are often used
consistently and effectively to teach viewers and future players. Teachers can
learn from this and make their lessons more engaging, dynamic, and
effective by incorporating elements like humor, utilizing the apprenticeship
model, and allowing learning to happen organically. Gamers learn that the
gaming world is diverse and how new or seasoned gamers think and
approach different problems. Game designers and companies can improve
the reception of their games by investing in Actual Play videos as a tool to
teach players how to play their games.
Notes
1. See discussion section for a note on assessing gender.
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moment. Polygon. Retrieved from https://www.polygon.com/2018/7/9/17549808/actual-play-
critical-role-adventure-zone-kickstarter-graphic-novel.
Ho, M., Littman, M., MacGlashan, J., Cushman, F., & Austerweil, J. (2016). Showing versus doing:
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Spain.
Hsiu-Sen, C., &. Hziao, K. (2015). YouTube stickiness: The needs, personal, and environmental
perspective. Internet Research, 25(1), 85–106.
Kousha, K., Thelwall, M., & Abdoli, M. (2012). The role of online videos in research communication:
A content analysis of YouTube videos cited in academic publications. Journal of the American Society
for Information Science and Technology, 63(9), 1710–1727.
Krahmer, E., & Ummelen N. (2004). Thinking about thinking aloud: A comparison of two verbal
protocols for usability testing. IEEE Transactions on Professional Communication, 47,2, 105–117.
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technology acceptance model. Computers & Education, 61, 193–208.
Orús, C., Barlés, M., Belanche, D., Casaló, L. Fraj, E, & Gurrea, R. (2016). The effects of learner-
generated videos for YouTube on learning outcomes and satisfaction. Computers & Education, 95,
254–269.
Prensky, M. (2007). Don’t bother me, mom, i’m learning! How computer and video games are preparing
your kids for 21st century success and how you can help. Paragon House.
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OceanofPDF.com
Conclusion
Shelly Jones
The previous nine essays demonstrate that the concept and practice of
actual play is still evolving as this medium develops. Importantly, it should
be emphasized that these essays are merely a starting point of scholarship on
actual play. There is much more to analyze about this burgeoning medium as
creators, fans, and aca-gamers1 alike try and test its boundaries. In
particular, the Covid-19 pandemic has already caused a shift in how actual
play is performed (e.g., virtual gaming as opposed to in-person sessions)
and perhaps how it is consumed.2
In summation, as the essays of this book demonstrate, actual play
ultimately involves:
1. Folks (of any background and ability/familiarity with gaming)
playing an RPG (either physically together or remotely) and broadcasting
that play session in some way (e.g., podcast, livestream)3
2. Consumption of that media as a commodity by an audience thereby
transforming play into performance
3. Sharing or spreading this media through participatory culture as
fans interact with the content in some way
Emphasizing the significance of actual play from a design perspective, in
his essay Torner breaks down the concept of actual play from its heuristic
origins. Through the actual play reports on the Forge forum, contributors
examined what worked in a game session and what didn’t, teasing out
designs for future playthroughs. This early form of actual play may be a far
cry from the performance-based actual plays the majority of the essays in
this book study, but even in this early format, there is still an emphasis on
sharing private game session details in a (semi-)public sphere with the
purpose of others consuming that media for some larger purpose. Blau’s
view that actual play constitutes a new medium reiterates Torner’s
assessment that actual play is rooted in introspection. After all, her essay
examines the “dynamics of this transition by examining an interesting
period of time in which artists, actors, and audiences are grappling with
what works and what doesn’t in this new medium” (p. 46). While early
experiments in actual play focused on reports and documentation of play in
an effort to focus on game design, the performative actual play is a space in
which players and fans alike still struggle to define what works best in this
new medium. As Marsden and Mason point out, “actual play opens up
further participatory frameworks and thus build on previous established
roles—moving them from roles of ‘play’ to roles of ‘performance’ in front of
audience members” (p. 270). This shift from play to performance is the crux
in understanding the phenomenon of actual play and actual play as a
medium.
Still, even as the contributing authors and I wrote this book, the views on
actual play shifted and morphed, as evidenced by RPG designer Orion D.
Black’s twitter thread from August 9, 2020, in which they write, “if trpg
wants to expand outside of its small fan/consumer base, you’ve got to stop
making Actual Plays and start making SHOWS.” Black emphasizes the need
for a format that is easily consumable (e.g., shorter episodes) and edited to
focus more on the narrative rather than the downtime of play (e.g., chitchat,
looking up rules, extensive planning sessions). These observations align with
Blau’s insights regarding actual play adhering to techniques of the past that
ultimately result in texts that are often “awkward and sometimes unpalatable
entertainment” (p. 45). But Black would propose that, if creators “want to
expand outward” beyond their niche fandoms, then they should return to
and follow a more traditional format that involves post-production
processing, editing down a livestream, and potentially even scripting their
material rather than relying solely on improvisation. For Black, the problem
with the current iteration of actual play isn’t the quality of the content, but
the ease of the presentation of that content, an issue that Robyn Hope
explores in her essay on the framing and flow of actual play. Transforming
someone else’s play into an entertaining performance is an integral challenge
for actual play media—one that, as Franklin discusses, can be mitigated
through a blurring of the boundaries between observer and participant as
audiences affect the ludonarrativity of actual play. Similarly, Dandrow’s
exploration of fan agency and Jones’s analysis of fan-created archives
reiterate how the sharing and spreading of digital content can alter a
fandom’s communal practices as well as how they define play, performance,
and success.
As with any longer academic project, much has developed in the months
since we began our work and the landscape of actual play will continue to
transform as the medium comes into its own. It is clear, as van Os’s brilliant
observations indicate, there is a need for, and indeed a continued cry for
from fans, actual play media that embraces diversity and reflects the
inherent diversity of the fandom and players. The release of a commitment
to diversity statement by Wizards of the Coast in June 2020 suggests the
mainstream corporation’s attempt at addressing discrimination in the
content of their RPG materials. Yet, this statement was met with decries of
mere lip service, particularly after former WotC employee, Orion Black,
excoriated the company on Twitter for their exploitative treatment of Black
designers. For actual play to be successful, the content creators must
encourage participation from those gamers and designers who have long
been relegated to the margins of the RPG community. One way actual play
media creators can ensure this inclusivity is by being cognizant of and
respectful to their players and their audiences. Player comfort and safety are
not unique concerns to actual play specifically, as these aspects of healthy
gameplay that should be taken into consideration during any session,
broadcast or not.4 However, given the public nature of actual play as content
for others to consume, both as entertainment and as didactic tools, as
argued by Layne, respect and sensitivity for player and viewer safety should
be a priority for anyone running a role-playing game. The recent cancelation
of Far Verona due, in part, due to the lack of safety measures for the players
by GM Adam Koebel, co-creator of the Dungeon World RPG, reiterates the
crucial need for transparency and respect in collaborative storytelling,
regardless of whether this play is at a private table or performed on a
livestream for the world to consume.
In closing, I would like to reiterate the continued need for additional
research and express the hope that the essays here can serve as inspiration
for future explorations. The essays included in this book were limited almost
exclusively to actual play media that utilized the role-playing game
Dungeons & Dragons. This parameter was not a conscious or concerted
effort, but rather the ultimate results of an open call for contributions. As the
oldest established role-playing game, it is unsurprising that the majority of
the received research concerned media surrounding D&D. However, further
analysis that takes into consideration the wide breadth of indie role-playing
games and alternative systems of play would greatly benefit the current
scholarship.
Notes
1. An homage to Henry Jenkins’s aca-fans (academic fans), I consider myself an aca-gamer.
2. Anecdotally, I have seen many tweets bemoaning the fact that, with the pandemic, folks no longer
consume podcasts as regularly because they would typically listen on their commutes to work.
Similarly, with an increase in childcare, homeschooling, and other responsibilities, some folks have
tweeted that they cannot commit to watching three- to six-hour episodes.
3. In a first draft of this conclusion, I had written that actual play involved “folks sitting around a
table playing an RPG and broadcasting that in some way.” Post-pandemic me shudders at this naivete
and instinctively reaches for the Purell.
4. See Torner (2013) and Brown (2018) for more on the importance of safety in RPGs.
References
Brown, M. (2018, June 3). Post-play activities for larp: Methods and challenges. Analog Game Studies.
Retrieved from http://analoggamestudies.org/2018/06/post-play-activities-for-larp-methods-and-
challenges/.
DungeonCommandr. (2020, July 4). my statement. [TwitLonger]. Retrieved from
https://archive.fo/VdjpS.
DungeonCommandr. (2020, August 9). I’ve made this thread a few times over the years. If trpg wants
to expand outside of its small fan/consumer base, you’ve got to stop making Actual Plays and start
making SHOWS. Let’s talk about it. [Tweet]. Retrieved from
https://twitter.com/dungeoncommandr/status/1292488625876111365?s=21%20#####%
20end%20transmission%20#####.
Hall, C. (2020, April 6). Role-playing YouTube series canceled after livestreaming sexual assault
scenario. Polygon. Retrieved from https://www.polygon.com/2020/4/6/21207309/rollplay -far-
verona-sexual-assault-lets-play-season-2-canceled.
Torner, E. (2013). Transparency and safety in roleplaying games. In S.L Bowman & A. Vanek (Eds.),
WyrdCon Companion Book 2013 (pp. 14–17), WyrdCon.
OceanofPDF.com
About the Contributors
Julia J.C. Blau is an assistant professor of psychology at Central Connecticut State University. She
earned her doctorate in ecological psychology with a focus on perception, action, and cognition from
the University of Connecticut. Her research focuses on the fractality of event perception and she is an
avid role-playing and tabletop gamer.
Christine Dandrow earned an MA in communication from the University of Hartford. Her master’s
thesis was on how TTRPG players understand/make sense of the character creation process. She is a
Ph.D. student in media & communication at Temple University, where she does research at the
intersection of (analog) game studies, fan studies, and memory studies.
Anthony David Franklin received a master’s degree in literature from the University of Toledo. His -
post-graduation academic pursuits have included literature, composition and rhetoric, and the
intersection of American popular culture. Within these fields, he often pursues topics of ethnic
representation, analyses of cultural trends and norms, and implementation of pedagogical and literary
practices. He is a lecturer of English at Pennsylvania State University.
Robyn Hope is a Ph.D. student in NCSU’s Communications, Rhetoric, and Digital Media program.
She has a broad research interest in digital culture, devoting special attention to actual play, fan
communities, digital games, and queer gameplay. Under the mentorship of Mia Consalvo at
Concordia University, she completed her master’s thesis, Play, Performance, and Participation:
Boundary Negotiation on Critical Role, from which her essay in this collection is adapted.
Shelly Jones is an associate professor of English at SUNY Delhi, where she teaches classes in
mythology, folklore, literature, and writing. She received a Ph.D. in comparative literature from SUNY
Binghamton. Her research examines analog, digital, and role-playing games through the lens of
intersectional feminism and disability studies.
Alex Layne is an associate professor at Metropolitan State University in the Department of Technical
Communication and Interaction Design. She teaches in the Game Studies and Technical
Communication programs, and she focuses on language at the intersection of technology, writing,
and culture. She is the co-director of Metro State’s Center for Game Design and New Media Studies.
Mariah E. Marsden is a Ph.D. student at Ohio State University, where she studies folklore and the
dynamics of vernacular storytelling. Her work explores the ways in which creative power can be
shared between storytelling participants through complex and ritualized exchanges, affirmations, and
resistance. She also analyzes discourses of place, ranging from the rural region of the Missouri Ozarks
to the imagined geography of tabletop gaming spaces.
Kelsey Paige Mason is a Ph.D. student at Ohio State University. Her interests lie in the consumption
and production of 19th-century utopian/dystopian literature. She also analyzes archival materials
from utopian communities and state institutions. Her chapter, “A Lifetime Sowing the Blues: The
Diary of Lucius Clark Smith, 1834–1915,” appeared in Diary as Literature (Hooks, ed., 2019).
Evan Torner (Ph.D., UMass Amherst) is assistant professor of German studies at the University of
Cincinnati, where he also serves as the undergraduate director of German studies and the director of
the UC Game Lab. He is a co-founder and editor of Analog Game Studies and has published numerous
special journal issues and co-edited volumes, including Immersive Gameplay (2012) with William J.
White, as well as more than 40 articles and book chapters.
G.L. van Os has a research master’s degree from Leiden University in the Netherlands. They have
written two dissertations on Arthurian adaptations, and remain interested in Arthuriana in popular
culture. Other research interests include alternative storytelling, such as actual play or interactive
storytelling games. Within these interests their focus tends to be on the topic of diversity.
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Index of Terms
Acaba, Orion; see also Critical Role
Accessibility
Acquisitions Incorporated; campaign book; see also Penny Arcade
Acquisitions Incorporated: The “C” Team
The Adventure Zone; Amnesty arc; Balance arc; Commitment arc; Dust arc; Graduation arc; graphic
novel
The The Adventure Zone Zone (TTAZZ)
Air Ashari; see also Critical Role
Analog Game Studies
Ank’harel; see also Critical Role
Apocalypse World
Archive
Archive of Our Own
Arkan; see also Manganiello, Joe
audience
Bailey, Laura; see also Critical Role
Baker, Vincent
Baldur’s Gate: Descent into Avernus
Beestinger, Rosie; see also Acquisitions Incorporated: The “C”Team
The Big Bang Theory
Black, Orion D.
Blades in the Dark
board games
Bombarded
Booth, Paul
Boss, Emily Care
Breaking the Ice
Brenatto, Veth; see also Critical Role
Bryant, Latia
Bryce; see also Critical Role
bullying; see also hazing
Burch, Ashly
Burnsides, Magnus; see also The Adventure Zone
Burton, Mica
Bury Your Gays trope
Call of Chulhu
camera framing
canon
capitalism
censorship
Cerkonos; see also Critical Role
Charterstone
Chesney, Kenny
City of Brass; see also Critical Role
Clay, Caduceus; see also Critical Role
Colbert, Stephen
Colville, Matthew
coming out story
commodification
Consalvo, Mia
convergence culture
cosplay
Critical Role; art; Critical Recap; Critical Role Tal’Dorei Campaign Setting; Critical Role Transcripts;
Critical Role Translate; Critical Role wiki; CritRoleStats; The Legend of Vox Machina animated series
Critters; see also fandom
Csikszentmihalyi, Mihaly see flow
Curse of Strahd
Czege, Paul
D&D see Dungeons & Dragons
D&D Live 2019
D&D Live 2020: Roll with Advantage
D&D Presents
D20 Dames
D20 Live
D’Amato, James
Dames and Dragons
Dancer, Gandy; see also The Adventure Zone
Dark and Dicey
Darrington, Taryon; see also Critical Role
Davenport; see also The Adventure Zone
Day, Felicia
Deilin; see also Critical Role
DePass, Tanya
De Rolo, Percy; see also Critical Role
Diana Jones Award for Excellence in Gaming
Dice, Camera, Action
DiceStormers
Dimension 20
disability representation
diversity; see also disability representation; gender representation; LGBTQ+ representation; racial
representation
Dogs in the Vineyard
Dolan; see also Critical Role
Dragon Friends
Dragonlance
Dran, Propha; see also Acquisitions Incorporated: The “C”Team
Dread
Drow’b, K’thriss; see also Acquisitions Incorporated: The “C”Team
Dungeon Dome
Dungeon Drunks
Dungeon World
Dungeons & Daddies
Dungeons & Dragons; D&D Beyond app
Dwarven Forge
education see learning
Edwards, Ron
826LA
Ellingboe, Julia
Encounter Party!
Encounter Roleplay
The End of Time and Other Bothers
Esports
Exandria; see also Critical Role
fan art
fan fiction
Fandible
fandom; agency; one-sided mirror; toxicity
Fangbattle, Carey and Killian; see also The Adventure Zone
Fantasy AGE RPG
Fantasy Costco; see also The Adventure Zone
Far Verona
FATE RPG system
Feast of Legends
Fiasco
Fine, Gary Alan
Firefly
A Fist Full of Dice
Fjord; see also Critical Role
Flow
Force Grey
The Forge
frame analysis
Friends
FunkoPop!
Paranoid
parasociality
participatory culture
Pathfinder
PAX; see also Penny Arcade
Payton, Khary
Penny Arcade; see also Acquisitions Incorporated
performance
Perkins, Chris
Phoenix, Satine
play
player failure
Plot Armor
Polaris
Posehn, Brian
racial representation
Rainer; see also The Adventure Zone
Ravnica
Ray, Marisha; see also Critical Role
reddit.com
Riegel, Sam; see also Critical Role
Ripley, Anna; see also Critical Role
Rise of Tiamat
Rivals of Waterdeep
Roll20
The Rook and the Raven
RPG.net
Running the Game
Ruttenberg, Ruty
Ryuutama RPG
Sa Ord, J’mon; see also Critical Role
Satanic Panic
Schalleger, René Reinhold
Shadow Council; see also Acquisitions Incorporated: The “C”Team
The Shadow of Yesterday
Shadowrun
Shakäste; see also Critical Role
Shakespeare, William
Shale; see also Critical Role
Shauna; see also Critical Role
Shim, Jeeyon
Shorthalt, Scanlan; see also Critical Role
Shut Up & Sit Down
Skiffback, Orly; see also Critical Role
Sloane; see also The Adventure Zone
Sorcerer
Spectacle
Star Trek
Steal Away Jordan
Stennis, Brandon
Stevenson, Noelle
Storm, T.J.
Storm King’s Thunder
Stormwind, Tiberius; see also Critical Role
Story Games
Stranger Things
Stream of Annihilation
Stream of Many Eyes
Strongjaw, Grog; see also Critical Role
Taako; see also The Adventure Zone
Table Titans
Tabletop
Tabletop BellHop
Tales from the Loop
Talks Machina; see also Critical Role
Taylor, T.L.
teaching see learning
Tealeaf, Mollymauk; see also Critical Role
Ten Candles
Theogony of Kairos
13th Age
Thrym, Horris; see also Critical Role
Titansgrave
Tolkien, J.R.R.
Tomb of Annihilation
Trickfoot, Pike; see also Critical Role
Trish (the Dish); see also Critical Role
20 Sided Stories
Twitch
Twitter
200-Word RPG Challenge
Urban Shadows
Van Norman, Ivan
Vax; see also Critical Role
Very Random Encounters
Vex; see also Critical Role
Vox Machina; see also Critical Role
Vysoren, Alura; see also Critical Role
Walters, B. Dave
Warhammer
Watch It Played
Waterdeep: Dungeon of the Mad Mage
Wheaton, Wil
White Knights
Whitestone; see also Critical Role
whitewashing
Widogast, Caleb; see also Critical Role
Wikis
Willingham, Travis; see also Critical Role
Wizards of the Coast; see also Dungeons & Dragons
Woll, Deborah Ann
WoW (World of Warcraft)
Wyrmwood
You Meet in a Tavern
YouTube
Zorth; see also Critical Role
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