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Tag: actual-play

  • The Critical Role cast explores big wins and hard decisions on Vox Machina season 3

    The Critical Role cast explores big wins and hard decisions on Vox Machina season 3

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    The third season of the animated series The Legend of Vox Machina is now streaming in full, and the Critical Role role-playing team is ready to talk about it — without digging into spoilers just yet.

    At the annual Fantastic Fest film festival in Austin, Texas, Polygon sat down at the table with Legend of Vox Machina writer-producer Travis Willingham (the voice of goliath barbarian Grog Strongjaw) and writers Marisha Ray (half-elf druid Keyleth), and Liam O’Brien (multiclass elf Vax’ildan) to unpack their personal “regerts” and wins from The Legend of Vox Machina season 3 — and consider how their approach to the show has changed over three seasons of growing involvement and growing confidence.

    This interview has been edited for clarity and concision.

    Image: Prime Video

    Polygon: By the time you started making season 3 of Legend of Vox Machina, how had the process or your level of input changed in terms of making sure the show got your characters right?

    Marisha Ray: We are deeply, deeply in the weeds — especially Travis and Sam Riegel, leading the charge every step of the way. The rest of us have full control over our character voices. A lot of times, we’ll go into the writers room — we start every season being like, These are the moments that it would be a dream to hit, with acknowledgement that we might not get there, but trying to honor a lot from the campaign as much as possible.

    I do feel like it’s gotten smoother, in the sense that the wheels are greased now. It’s much more seamless. The writers we work with, the artists as well, they’re getting to know these characters as deeply as we have. So I think the process has become a lot more of a well-oiled machine.

    Liam O’Brien: I think that Sam and Travis especially have layers and layers of experience now doing it, so nothing throws them. [To Travis] Well, I don’t know if things threw you — but you just are so experienced with it now that it’s that well-oiled machine Marisha talked about. Marisha and I have joined the fold as writers on the show, so we’ve just gotten more involved in that way. [Marisha and Travis applaud lightly]

    Travis Willingham: [Whispers] Golf clap. Golf clap.

    Vex the elf looks grim in season 3 of The Legend of Vox Machina

    Image: Prime Video

    O’Brien: And we’ve looked for ways which you’ll find in this current season — after the Vox Machina campaign ended on our channel, we continued to tell stories, and the world and history just ballooned outward and became more dense. And we’ve enjoyed finding little elements from other places to enrich the Vox Machina story. That history exists, so it makes sense that it would be in [the show].

    Willingham: Yeah, I think in seasons 1 and 2, we were trying to figure out how we would squish 25-plus hours of gameplay down into six hours, and we’ve figured that out now. So that’s good. And the cast — they are planted in the writers room like snipers. It is great to see them listen to ideas that are being thrown out, storyline changes that are being entertained, and then coming up with dialogue on the fly and other ideas. [It’s great] just watching that creativity spark back and forth across the room.

    But as Liam said, I think what’s most interesting about season 3 is that we’re starting to pull in other things from different parts of the universe, to really tee up where the new version of the story can go. I think season 1 and 2 were about delivering the Briarwood arc and setting up the Chroma Conclave arc in a way that was very close to faithful to the canonical representation from the livestream. And now we’re trying to unsettle our audience a little bit, trying to make ’em guess about where things are going.

    Can any of you think of anything you sniped? Have you pointed at a change or a line of dialogue and said, “Oh, I don’t think my character would do that, or say that”?

    [All three, overlapping emphatically: “Oh yes / yeah / definitely”]

    Willingham: All the time. All the time. I would say everyone is so dialed into their characters that as we’re exploring these things — it can be as small as a dialogue tweak or change. Taliesin Jaffe is probably one of the best at making his lines be as Percival de Rolo as possible. But we’ll also give arc notes, emotional notes, we’ll ask questions, give suggestions. We give action suggestions, sometimes: “My character wouldn’t fight up close like this, they’d want to stay farther away.” “Don’t forget about this thing that I used a lot in the game.” All sorts of stuff.

    The member of Vox Machina stand outside a darkened prison cell, with various dubious or concerned looks on their face in The Legend of Vox Machina season 3

    Screenshot
    Image: Prime Video

    Ray: Yeah, I think we’re in a very unique situation — and the writers will tell you the same thing. It’s not often when working on an adaptation that you get not only the executive producers and creators of the story in the room, but also the people who created the characters.

    I think early on, there was probably a little bit of nerves from some of the writers on that, and being like, [long, nervous groan] I don’t want to mess this up. How much freedom do I have?? There was a learning curve for us as well, to know that some things that were very nuanced, or took an incredibly long amount of time to develop in the campaign, you kind of need to nail in one act of an episode.

    Willingham: And now [the writers are] just irreverent. They don’t care what we think!

    O’Brien: It was a learning curve. I remember early in the process of making the animated shows, going, Nnnnng! I’m holding my baby so tightly! But at this point, it’s proven, and the heart and the essence of the story is so beautifully wrought that I think all of us were able to relax into it. On the flip side, with the writers, I multiple times remember writers besides us saying, “It’s so great to have—” Well, at first it was, Oh my God, the creators are here. If you’re writing Snow White, you don’t typically have Snow White in the room going, “That’s not what I would do.” So it’s like having a creative Clippy in the room, which you can either listen to or—

    Willingham: Or “Shut up!”

    Ray: That [reference is] so 2005 of you.

    “You seem to be trying to write a romance between these two characters!”

    O’Brien: “Have you considered dying instead?”

    Various members of The Legend of Vox Machina’s support cast stand on a dark balcony with their backs to the camera, looking up at a starry sky with a blue moon, a pink moon, and a blazing comet

    Screenshot
    Image: Amazon Video

    In the spirit of killing your darlings, is there anything your character did in the campaign that you were sorry to lose in the adaptation?

    Willingham: We haven’t touched on it, and I don’t know if we will, but — Grog’s bag of holding from the campaign at this point had accumulated a grotesque number of body parts. There were orc limbs, there were all sorts of monster appendages and guts, different rocks for no reason, pieces of armor. And, y’know, it’s not refrigerated in there. So things would come out in, as Matthew Mercer likes to say, a slaw. We never quite found the right moment to make that bag as disgusting as it possibly could have been. It’s just an 80-gallon bucket of clam chowder.

    O’Brien: Because things are so condensed, there have been many guest players at our table over the years that we haven’t found a way [to get onto the show]. Like, Felicia Day as Lyra the wizard stands out in my memory. We’ve pulled in a few of those people, but there just is not a lot of real estate, so we’ve had to be economical with everything.

    Ray: Yeah, that’s probably the biggest tragedy. Same with NPCs. You can’t always fit all of ’em. Sometimes we try to combine NPCs, or moments, even. We haven’t gone into anything with the Trickfoots with Pike, and how they kind of came out of nowhere, and were not great people. So there’s stuff like that. Maybe we’ll see if we can honor it down the road. There are even lines — I was actually just talking about this with one of our writers the other day. There are a few lines, especially of stuff that Taliesin had said in-game, where you’re like, “We’ve gotta get that in there.” And sometimes even with individual one-liners, you’re like, “But how?” [Everyone laughs] “It’s not relevant!” You try to find it, though.

    O’Brien: Sometimes we try to capture something that took a couple of episodes or games to get through, and it’s just a single frame of animation. I’m just trying to give a nod to it.

    Pike, Grog, and Keyleth sit around a fire at night talking in The Legend of Vox Machina season 3

    Image: Prime Video

    What’s the flip side of that? What did your character gain in this season that you were excited about?

    Ray: I mean, I think the beauty of what we’re doing is, you can show a lot of perspectives or things that might’ve happened that we didn’t really act out in the game. In campaign one, there was a time where we kind of took an in-game yearlong break where the characters went off, did other things, accomplished some personal drives that they had, and we get to see that. So with Keyleth, you get to see her journey to the Earth Ashari, and go through her Earth Ashari trials.

    That was something in the campaign that we just kind of went, This happened! Now she can turn into an Earth elemental! Isn’t that cool? So I think being able to flesh out — when you’re playing Dungeons & Dragons and you level up, a lot of times, it’s picking a spell out of a book and writing it down and you’re like, I can just do that now. But the show allows us to explore how those characters get those abilities and grow. I think that’s always fun.

    O’Brien: I just like Vax’s continuing evolution in his relationship with the Matron of Ravens, and where he ends the season, where it’s less of a cat being dragged kicking and screaming into a bathtub, which was kind of season 2 for him, and more coming to terms with it.

    Willingham: The thing I love isn’t necessarily for Grog. But for Pike Trickfoot — Ashley Johnson wasn’t around very much [in season 2] because of her shooting on a show in New York. And so she was constantly in and out, and she would miss parts of the storyline. So we took an opportunity to pad her storyline [in season 3] and really bring her more into the way season 3 develops. In future seasons, we really tee her up nicely for a bit more of a meatier bone to chew. And she’s such a force of nature that putting the screws to Ashley is always going to be really fun to watch. So I think that’s the thing I like the most.

    O’Brien: I’ll also toss in that what I love about season 3, is the progression of the romantic threads, where they go, how they relate to each other. Where they end in this campaign is pretty incredible.

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    Tasha Robinson

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  • Vox Machina’s biggest season 3 change hits hard, even for the Critical Role cast

    Vox Machina’s biggest season 3 change hits hard, even for the Critical Role cast

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    The Legend of Vox Machina is a chance for the cast of Critical Role to revamp their first campaign. Sometimes that means characters who weren’t present for certain events now get to play bigger roles. Other times that means pulling in lore and mythology of Exandria that didn’t get fleshed out till after Vox Machina concluded its first run in 2017.

    In the case of the most recent episodes, that means turning a small gameplay hiccup into a huge emotional moment. And the cast was all for it.

    [Ed. note: This post contains massive spoilers for the newest episodes of The Legend of Vox Machina, as well as spoilers for the Vox Machina Critical Role campaign.]

    Image: Prime Video

    The seventh episode of The Legend of Vox Machina ends with gunslinger Percy de Rolo (Taliesin Jaffe) offering mercy to the devious Anna Ripley (Kelly Hu). And instead of taking it, she shoots him in the chest and he falls dead.

    There’s a similar moment in the campaign, but the rest of the party is able to quickly rush Percy to a temple and resurrect him. However, in the show, it looks like he’s going to stay dead.

    “In the campaign, we were able to bring him back very quickly, but I think that can be something that loses its gravity if you’re constantly able to revive somebody who has died over and over again,” explains Laura Bailey, the voice of half-elf ranger Vex’ahlia. “So in order to make us sit with it and experience that grief, I think it needed to be extended.”

    “And give it consequence,” adds Jaffe. “There are definitely consequences left over.”

    There’s no shortage of ways to bring back a fallen companion in Dungeons & Dragons. But while having a resurrection option is a great way to not totally lose morale when facing a tough enemy while playing with your friends around the table, in a television show, an easy revival cheapens the ever-increasing stakes.

    Anna Ripley smirking under a hood in The Legend of Vox Machina

    Image: Prime Video

    “We wanted death to feel consequential,” says Travis Willingham, who plays barbarian Grog and also writes for the show. “We wanted it to have weight, otherwise it would just feel flighty and not a big deal if a character goes down. And so this was really a time to get a gut check about what is important around these characters and really how fragile they can be and how temporary some of this stuff is, if you’re not careful.”

    Percy’s death sends an emotional shock wave throughout the entire party. And unlike other heavy moments throughout the show, which they had played through some version of before during the actual play campaign, this plotline was new and particularly raw. Since Vex’ahlia and Percy have a romantic relationship — which they finally acted on this season — Bailey found the grieving to be particularly satisfying to dig into, draining as it was.

    “We’d leave the sessions and then just feel terrible the rest of the day, but I think it was necessary,” says Bailey. “We started out the entire series and [Vex] is very standoffish, closed off from the get-go. That’s how it was in the campaign as well. She was harsh as a person because she felt she needed to be. But I wanted to make sure in the series that we got to explore why she was like that and really get to see those walls coming down. And through her grief and her regret of being closed off and not letting him know what he meant to her, she was able to grow as a person. I don’t think she would’ve gotten there had it not been for the trauma.”

    There was one person who didn’t face a huge emotional challenge, however.

    “It was easy on my end,” says Jaffe.

    “You just close your eyes,” Bailey adds.

    New episodes of The Legend of Vox Machina drop every Thursday.

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    Petrana Radulovic

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  • The Adventure Zone’s new season mixes dice with Saturday morning cartoons

    The Adventure Zone’s new season mixes dice with Saturday morning cartoons

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    Ten years ago this month, when The Adventure Zone started as a one-off actual play experiment on the My Brother, My Brother and Me podcast, two of its four hosts worked here, at Polygon. In fact, Justin and Griffin McElroy helped co-found this place, after we worked together at another video game website (RIP Joystiq) as far back as 2007. I mention this, in the interest of disclosure, because I am not impartial when it comes to all things McElroy.

    It’s been 10 years since the show began and rapidly grew across many seasons and hundreds of episodes, across a bestselling graphic novel series and countless live shows. I can measure my life alongside its evolutions.

    When I listened to the first episode of The Adventure Zone — this would be the introductory Balance arc, up and running on its own podcast feed later in 2014 — I did so while building some basement shelves, in part to hold some kid stuff overflow for a 9-month-old upstairs. The most recent episode I listened to was the pilot episode for TAZ’s new season, Abnimals (not a typo), during a recent family drive to the beach, with a now 10-year-old listening along. The theme song is still stuck in his head (more on this later).

    “Imagine a world in which all of the anthropomorphic animal hero shows of the ’90s and early 2000s existed at the same time,” explains this season’s Dungeon Master, Travis McElroy (or “zookeeper,” as the team floated in an early episode shared with me). “And within that world there were three team members who had been removed from their former teams for various reasons now trying to form their own kind of ragtag group trying to exist in this world of heroic teens. And this time no swears.”

    Artwork from a graphic novel adaptation of The Adventure Zone.
    Artwork from the cover of The Adventure Zone: Here There Be Gerblins

    Those three team members include Roger Mooer, a Charolais cow — well, technically a bull — with a knack for spy stuff and a gift for ballroom dancing, as played by Clint McElroy, their dad; Navy Seal, an aquatic commando who is also a beefy anthropomorphic Ross seal and is not and has never been, it must be noted, a member of the armed forces, as played by Griffin McElroy; and Axe-O-Lyle, an extreme firefighting axolotl who can regrow his limbs… but it’s kind of embarrassing, as played by Justin McElroy.

    Why the shift to a family-friendly format? “What sort of changed my mind on it was seeing how meaningful it was to me to find decent stuff that I like listening to with my kids,” Justin says. “We have a few podcasts that they’re obsessed with and it’s nice to find ones that I’m into too. So making something that could serve that purpose I feel was also sort of a public good, or at least serving our audience well.”

    “Recently, as I’ve been doing meet-and-greets and we’ve been doing conventions and stuff, there’s just a lot more kids coming through,” Travis agrees. “Twelve-year-olds with their graphic novels to be signed, and a lot more people talked about their kids being into The Adventure Zone.”

    Outside of an absence of swearing, I asked how they’re choosing to adapt their improvisational storytelling for younger listeners. Should we expect something akin to a G rating?

    “I don’t know, nobody said G-rated, Chris,” Travis says. “PG-13, maybe…”

    “I like TV-Y,” adds Griffin.

    Travis continues, “I’ve gone back through and watched a lot of the source material cartoons and thinking about it in that framework of what those setups are, what they’re doing and what the stakes are, because, for example, with the original 1987 Teenage Mutant Ninja Turtles, they made the Foot Clan robots. So we can just kick him in the face all day. It’s robots, man! Don’t even worry about it.”

    The pilot episode I listened to had henchmen who were knocked out, but never killed; environmental attacks instead of weapon-based attacks; a Big Bad doing a heist (greedy!); and some longer story arc mystery with a surprise cliffhanger ending. All the while, the play system Travis designed for the series — which rests on rolling two to three d8 dice — provides plenty of room for the flexibility and improv that has defined the show’s last decade while also emphasizing momentum.

    So we can just kick him in the face all day. It’s robots, man!

    “I am trying to keep action and momentum in my head,” explains Justin. “When we were doing previous seasons, the comedy was almost always the point. And so if something’s funny but not necessarily propulsive, we’ll kind of sit in it and mess around with it until it stops being funny and then move along. But I have been cautious in my head thinking this isn’t going to be interesting if you’re younger; you just want something to happen. Let’s make something happen. And if something hasn’t happened in a while, I’ll make something else happen.”

    For the tabletop role-playing curious kiddo in your house, this may help whet their appetite for their own seat at the table, but it won’t give them a framework to host their own adventures.

    “When I made up the rules system, I wanted something that isn’t chunky, isn’t complicated so that we don’t have to spend a lot of time explaining or adding up various die. I wanted it to be like, You roll, good, go. So that we could focus more on moving the story forward and doing the action,” Travis explains. “There are some wonderful versions of actual play stuff that you watch or listen to and learn how to play the game. I mean, it’s wonderful, but that’s not what I pictured this season to be and so I didn’t want it to be school. I didn’t want it to feel like school.”

    What does come through in Abnimals is a focus on family, Clint McElroy — in a fitting role for the patriarch of the family — says. “One thing that runs through everything we do in TAZ that is also applicable here, and this was a constant in [Teenage Mutant Ninja] Turtles and a lot of those other shows, was family. I don’t think there’s any way we could do something that didn’t have something to do with family, whether it’s found family or actual family coming together. We’re going to explore that in Abnimals as well.”

    You can now listen (with or without your family) to the initial “setup” episode of The Adventure Zone: Abnimals , conveniently embedded at the top of this post. But I’ll also encourage you to indulge in the season’s theme song, with music by Eric Near, lyrics by Near, Justin McElroy, and the internet’s Jonathan Coulton, and performed by Coulton.

    In spite of what you have heard
    We’re at the height of our powers
    Atop the tallest of towers we stand
    (They’ll never stop us now)

    So take my hand if you trust
    That we will do what we must
    Until it’s turning out just like we planned
    (We’ll find a way somehow)

    Yeah the road is long
    But our mojo’s strong
    And unless I’m wrong (and I’m not)
    We’re at the height of our powers

    Update: Added an embed for the first episode to the post, and updated some language to reflect that the season is now live.

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    Christopher Grant

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  • This 3-hour D&D actual play from Gen Con was hilarious, and now you can watch it on YouTube

    This 3-hour D&D actual play from Gen Con was hilarious, and now you can watch it on YouTube

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    Wizards of the Coast had a lot going on at this year’s Gen Con — in addition to the regular hubbub of being the biggest name in tabletop role-playing games at the biggest tabletop convention whose namesake is literally Lake Geneva, Wisconsin. You know, the place where D&D was born. But this year’s D&D Live presentation was also an opportunity for Wizards to show off its new project: a virtual tabletop that goes by the codename Project Sigil.

    Framed as an actual play performance, the event was originally slated to last only two hours, but unsurprisingly ran long thanks to excellent showmanship by the star-studded cast. Participants included Aabria Iyengar as Dungeon Master, Brennan Lee Mulligan as a Dwarven cleric, Samantha Béart reprising her role as Karlach in Baldur’s Gate 3, Neil Newbon as Astarion from BG3, and Anjali Bhimani as a human wizard.

    Polygon senior editor Charlie Hall attended the event in person and said the actors “chewed through the scenery in the first half,” leaving slightly less time for the team to switch to play around with Project Sigil. Hall said the Project Sigil showing was “halting” but ultimately well-received — and any snafus aren’t too much of a surprise given the platform hasn’t even entered closed beta yet. (Wizards is still accepting requests to join the closed beta, which is expected in fall 2024.)

    Lucky for us, Gen Con filmed the whole game, lovingly titled “An Astarion and Karlach Adventure: Love is a Legendary Action,” and you can now watch on YouTube in all its silly glory. According to Hall, the entire playthrough is worth a watch.

    “Let’s just say,” said Hall, “there’s an epic reveal in the second half that gives your favorite actual play performers plenty of room to explore… the source material.”

    You can see — or, rather, hear — Lee Mulligan and Iyengar both in their ongoing actual play series The Wizard, the Witch, and the Wild One. Bhimani also has more D&D in her future — She’s soon to appear on Jon Hamm’s thriller podcast based on D&D’s infamous period of the Satanic Panic.

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    Zoë Hannah

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  • Dimension 20 documentary sweats the small stuff, focusing on master of miniatures Rick Perry

    Dimension 20 documentary sweats the small stuff, focusing on master of miniatures Rick Perry

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    Back when I was running the game for my local Dungeons & Dragons group, I would always pride myself on bringing something handmade each time we got together around the table. Maybe it was a leather-bound book filled with vintage David Sutherland illustrations of the Tomb of Horrors, or a 3D map of a few rooms from Castle Ravenloft with just the right assortment of miniatures from my collection. As a lifelong fan of D&D, Rick Perry knows that impulse well. But as production designer and creative producer on Dropout’s Dimension 20, he’s operating at a scale that’s on another level entirely.

    Season 21 of Dimension 20, an actual play program on the streaming television service Dropout, will premiere on Jan. 10, 2024. It’s an incredible run that shows no sign of slowing down, and Perry’s work has been integral in its popularity. To celebrate his impact, Dropout has released a feature documentary titled The Legendary Rick Perry and the Art of Dimension 20. In advance of its release, Polygon sat down with the lifelong Texan, now a resident of Washington state, to discuss his work.

    A miniature high school dance inside the gymnasium at Fantasy High.
    Image: Dropout

    While world class Dungeon Masters like Brennan Lee Mulligan, Aabria Iyengar, Gabe Hicks, and Matthew Mercer lead each game at the start of each Dimension 20 season with a high-level creative direction, it’s up to Perry and his team of skilled artists to bring that vision to life in miniature on the table. That means creating hundreds of inch-tall figures from scratch using clay and sculpting tools; kitbashing dozens of scale models into fantastical landscapes to anchor the viewer in the world; and crafting dynamic, multi-tiered battle maps where skilled improv actors can chew up the set.

    Just like the props you bring to your home games, it’s bait, really, that he willfully uses to draw players — and viewers — closer to the center of whatever complex story he’s trying to tell.

    Dimension 20 [requires] a massive amount of creative genesis to create a 20-episode series,” Perry said, “[one that] that takes place in a completely new world where we don’t know what color the sky is, or what food the people are eating. So there’s this massive amount of creative activity that has to start at the beginning of it, and that takes a big chunk of time.”

    The documentary details how that creative work begins at his homestead on Lopez Island in San Juan County, Washington at an outdoor sink first cobbled together by his father-in-law in the 1970s. It then moves into a converted three-car garage that once held farming equipment, but is now filled with bins labeled for the miniatures they contain — a box of trolls here, bugbears in the corner. Only after weeks, sometimes months of effort on the farm with a whole team of designers do the larger pieces get crated up and shipped to Los Angeles. Often, Perry said, that’s where the real work begins.

    Rick Perry in a blue ball cap stands next to three of his teammates inside a rough hewn shop with exposed timbers. Bins of miniatures sit on shelves in the background.

    Rick Perry (right) with his team on Lopez Island taking the original Fantasy High Dungeon Master’s screen from storage for the first time in four years.
    Image: Dropout

    The trick, he went on, is to stay nimble — even when you’re building maps for tabletop encounters that won’t happen for weeks.

    “It’s part of the DNA of Dimension 20,” Perry said, “because at the very beginning when we decided we wanted these eight battle maps that are custom, that have this mix of say high school and fantasy, it’s not like something we can just crank out really fast. We need to know ahead of time in order to make skater dwarves, and all this sort of stuff.

    “That means that we have to map all that out down to every detail — as much as we can,” Perry continued. That sort of on-rails gameplay is, unfortunately, anathema to modern role-play, which emphasizes creative freedom for the Dungeon Master as well as the players at the table. It’s always a challenge, Perry said, to keep things on track. But with a miniature set that, often times, costs just as much as a full-scale one, it’s up to everyone involved to keep the trains running on time.

    “That tells the Dungeon Master that these are landmarks,” Perry said. “These [scenes that we are building] are places that you have to pilot the ship through these little hoops. We try to build in as much flexibility, as much opportunity for improvisation as possible, meaning that sometimes where a battle map falls, they could switch places or we could cut one. We try not to cut one because they cost money to make. And it’s a business venture, the show, and we want all that production value to appear on screen.”

    The nearly 45-minute film goes even further in its exploration of Perry and his work, delving deep into his childhood and his time spent in college as a member of a troupe of performance artists. For fans of Dimension 20, it’s a rare behind-the-scenes look at how its particular brand of storytelling comes to life. But for artists, craftspeople, or even just casual hobbyists who paint miniatures on the weekend for fun, it’s the story of a kindred spirit who has found a vital, transformative role in the creative industry.

    The Legendary Rick Perry and the Art of Dimension 20 is now streaming on Dropout.

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    Charlie Hall

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  • Dimension 20’s Coffin Run is a nearly flawless Dracula adaptation

    Dimension 20’s Coffin Run is a nearly flawless Dracula adaptation

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    Stories, especially beloved stories, have a tendency to bleed past their borders and escape their original bodies. Bram Stoker’s Dracula is among many well-loved works that have long since taken on new shapes, shifting forms constantly. The epistolary tale of vampires has hundreds upon hundreds of adaptations, with one domineering throughline: Stoker’s lasting characterization of the elegant, verbose, vampiric count himself.

    Given the breadth and variety of the landscape, it can be difficult, at this point, to iterate on Dracula in a way that feels fresh — which is why Dimension 20’s Coffin Run was, and continues to be, such a delight.

    Coffin Run, a Dungeons & Dragons actual-play series, premiered in the summer of 2022. The six-episode run, described on Dropout’s website as “a tale as old as many lifetimes,” was helmed by storyteller and game master Jasmine Bhullar and starred Zac Oyama, Erika Ishii, Isabella Roland, and Carlos Luna. Coffin Run emerged from Bhullar’s love of Stoker’s novel, she told CBR in 2022, as well as comedic source material like Young Frankenstein and What We Do in the Shadows.

    The cast of the series shines as archetypical members of Dracula’s retinue, brought together to ferry the Count (who sustains undeath-threatening injuries at the top of the series) home to Castle Dracula in his coffin. Oyama plays Squing, a Nosferatu-like vampire who is Dracula’s “firstborn,” turned as a child and preserved forever. Roland plays Dr. Aleksandr Astrovsky, a brash, invigorated mad scientist figure. Luna plays Wetzel, a young human who lives as Dracula’s plaything in hope of becoming a vampire himself. And Ishii plays May Wong, one of Dracula’s vampire brides, who used to be an actress in New York.

    Image: Dropout

    Coffin Run unfolds as a love letter to Dracula, both the form of the novel and the vampire himself. The story roots itself in Stoker’s work from the start, anchoring the narrative in the epistolary form. It’s letters all the way down, really (and not just inside Squing, who has a tendency to eat them). The series opens on Dracula himself standing over a writing desk, penning a letter to Squing. The letter takes a journey across the sea before it arrives at the Gold Crona Inn — much like Jonathan Harker at the outset of Dracula. From there, letters guide the narrative, arriving for the players at key moments.

    Letters, as a kind of delivery system for the story, are adeptly wielded by Bhullar — because of the fickle nature of their author, Dracula, when heartfelt sentiments are poured out in the letters there’s a lingering sense of unease, perpetuated by the arrival of letters that reveal that the Count’s feelings for his coffin-bearing friends and family might not be what they seem. Wetzel, for example, becomes disillusioned with the Count as the series goes on, slowly beginning to distrust him, while May realizes that her own adoration for Dracula may be more one-sided.

    Materially, Coffin Run pays beautiful homage to the Gothic lushness of Dracula. When players are handed letters, they receive actual letters at the table, passed along with a glowing candlestick. In the final fight, Dracula’s vitality is measured by vials of “blood” poured into a crystal goblet by Bhullar and then consumed as the vampire comes back to himself. Black-and-white film adaptations get a nod in the grayscale miniatures and the monochromatic set. The special effects all come together to create a world that feels incredibly familiar to horror fans as well as uniquely new — Rick Perry, production designer and creative producer for Dropout, gets heaps of nods throughout the series for his work on the sets and miniatures, as do the crew in a talkback episode post-series.

    Miniatures in Coffin Run depict Dracula’s castle, a tiny steam engine with cotton ball exhaust, and figures riding atop a stage coach, all built in greyscale lit with tiny sickly green lamps.

    Image: Dropout

    From the Scooby-Doo-like title sequence to the performances, the crew and cast of Coffin Run perfectly hone in on the comedic influences Bhullar cited for the series, as well as the inherent ironies of the source material. May, the classically gorgeous vampire bride, is played by Ishii with a gleeful, over-the-top accent, as is Roland’s Dr. Astrovsky. Squing, as Dracula’s firstborn, is constantly baffled by modern technology, referring to the train that delivers Dracula’s coffin as a “metal tube.” Seemingly, his lack of understanding stems from apathy, rather than access. Castle Dracula, when the story eventually arrives there, is similarly frozen in time, preserved by caretakers who eventually end up ceding the castle to antiquers and “Lairbnb” opportunists.

    So much of vampiric representation in pop culture is rooted in Dracula’s particular brand of allure. Even Dungeons & Dragons has its own storied distillation of Stoker’s Transylvania and the titular count in the enigmatic Strahd von Zarovich and the land of Ravenloft. The cast and crew of Coffin Run do a fantastic job of preserving the larger-than-life presence of Dracula in the story, from adding a silhouetted batwing shadow over Bhullar when she speaks to characters as Dracula to character arcs that nod at the ubiquity of the Count and his story. In discussing his place with Dracula at the end of the tale, Wetzel says, “It’s like everyone in [Castle Dracula], they’re just gonna be in there for a while, you know? It’s like the same thing over and over again. Same stuff.”

    No adaptation is perfect — with Dracula in the public domain and vampires back in the zeitgeist (hello, Interview with the Vampire, and the resurgence of Twilight, and a million other fanged options), there will likely be hundreds more distillations in the future. Coffin Run takes a pile of well-known, over-offered ingredients — Dracula, the undying bogs of Transylvania, letters, a carriage ride through wolf-stalked trees — and makes something wonderfully new from them.

    At the very least, it’s worth sinking your teeth into.

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    Madison Durham

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