Critical Role is collaborating with Wizards of the Coast to produce a brand new campaign book titled Key Roles: Call of the Netherdeep. It will be co-designed by the series’ co-creator and Dungeon Master Matthew Mercer. A new one videotapes details several key elements of the campaign, including a rival group of non-player adventurers that will compete with player characters.
Netherdeep’s Call takes place in Exandria, the same world where all Critical Role adventures have taken place so far. According to game design architect Chris Perkins, players will search for “an entity that has been lost from time immemorial.” [and] waste time. The arc of the campaign will move from the familiar Wildemount region (details in The Discoverer’s Guide to Wildemount) on many great languages.
But players will not be alone during their journey. A group of rival adventurers will also perform the same quest. This set of non-player characters is competitive and will initially be rivals – but player actions can affect that.
“I like the idea of having a ticking clock,” Mercer says in the video, “because you’re not the only force looking for the same goals. And it’s up to these interactions for you to decide how you build a relationship with this opposing team. “
Perkins, while scoffing at the campaign’s ultimate goal, points out that the adventure will provide plenty of opportunities for Dungeon Masters to test their improvisation skills at the table.
Chris Perkins said: “The key role, as a setting, is a layered, character-driven show. “To emulate that in adventure, you need sized opponents. Of course, they have group goals, but then individual competitors are also pursuing their own goals.”
Key Roles: Call of the Netherdeep will be released on March 15th and it will have a cover price of $49.95.
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