Analyse how the wildly popular Critical Role series shows storytelling in action. How does a story so heavily dependent on improvisation remain emotionally impactful and coherent? Is there one author in the DM, or a multiplicity? How does the role of chance inherent to DnD change the narrative process?
Possibly a look at how a reader is made to engage with some texts, such as ergodic texts (https://www.articleworld.org/index.php/Ergodic_literature). Compare with how the DM's audience of players must engage with and shape the world they play in? – liamjblackley2 years ago
Spoilers for the end of Critical Role – Vox Machina.
Is the success of Critical Role purely due to the story of the PCs in the world created by the DM, or as I would suggest, is part of the attraction getting a glimpse into the relationships of a group of charismatic individuals?
By no means am I suggesting that watching these individuals play D&D for 4 hours a week provides any real insight into the reality of their lives. However, I do think there are glimpses into the people behind the characters that at times is as entertaining as the show itself.
The best example I can think of is the final fight of the first campaign between the PCs and Vecna. The game story was awesome, but as some commentators have pointed out, watching the visceral reaction of Sam Riegel when he chose to stop the BBEG instead of his friend was just as, if not more, engrossing.