

Practically no one can make stuff so accessible by design like us. “Being able to design and publish ways of playing and immersing in stories, and also create high-profile live-play shows of those systems that illustrate how much fun they can be. “We have a unique opportunity,” Ray says. “We want to give new stories a home-from voices that haven’t historically had a platform in this space.” “There are creators out there with dreams the world would have stomped out just decades ago,” O’Brien laments.

“We’re all getting old! As we expand into new areas, we’re also trying to nurture a new generation of people to handle it all, and eventually, succeed us and carry what we’ve created forward.”Ĭritical Role’s mission is “leave the world better than you found it,” which has shaped their direction since becoming a company. “A lot of our planning has centered around preserving legacy and longevity,” Ray says. The legacy of Critical Role is expansive enough that it can be informally credited for shaping the nature of Dungeons and Dragons itself, and with it tabletop role-playing as a whole, and all while bringing an inclusive, altruistic, and progressive energy. What began as an experimental Dungeons and Dragons podcast between friends has resulted in a hit Amazon Prime animated series, multiple tabletop game systems of their own design, and a nonprofit funding children’s programs and emergency aid around the world. Since then, their success has come to define the “actual play” genre of podcasting, building on successive layers of momentum to attempt ever grander projects.Ĭritical Role now has its own production company in Metapigeon, publishing group at Darrington Press, and charitable body in the Critical Role Foundation. They started their show on Twitch via the Geek and Sundry channel just two years later. The gang behind Critical Role, an immensely popular Dungeons and Dragons podcast, began playing together in December 2012.
