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The Legend of the Story of the Legend of Vox Machina

The Legend of the Story of the Legend of Vox Machina
BRANDON: No one has ever really tried to adapt an RPG campaign into an animated series. So we're actually breaking new ground. JEN: They created something that we didn't know the world needed. Really, there's something there for everyone. MARC: Even if you are steeped in this world, there's still a couple of moments I think we can surprise you. MATT: All the stuff coming out is just so freaking cool! (dramatic orchestral music) So the

story

of Vox

Machina

takes place on
the legend of the story of the legend of vox machina
Tal'Dorei, which is a continent in the world of Exandria. It is an area of smaller nations, but there is an overall Sovereign Uriel, who is kind of the leader of the area. Vox

Machina

are a bunch of-- I can't say heroes really-- but they are people that are trying to get by and they found that it's easier to survive and succeed as a group than independently and so out of necessity, they became a party. The series begins with a new

story

. This is a telling of Vox

Machina

as they come
into their own as a group. EUGENE: It's a fantasy series, it's mature, it is fun, it is about comradery, it's about friendship. We are going to explore all of these amazing fantasy elements that people shied away from. We embrace that, we love that stuff. BRANDON: It's a completely unique thing in terms of high-fantasy. There's be no high-fantasy that's even remotely similar to "

Legend

of Vox

Machina

." MAE: I think people will be able to look at this and be
like, oh, this is a show with dragons and demons and everything in-between, but ultimately it's about this group of friends. MATT: We wanted to capture kind of the spark and the magic of when we were playing at the table, just in a different form of media. MEREDITH: I'm just really excited to see the really heartfelt, touching scenes. That's what got me into the stream in the first place. MAE: This is something that is very serious and dramatic, but has moments of intense and
beautiful levity and lightheartedness and that comes from literally, this was a group of friends having fun and we as the writers' room should also be a group of friends having fun. And that was the moment I was like, we got this. (regal orchestral music) BRANDON: Well the writers' room was just a blast. Getting to work with all these amazingly talented writers who are all big fans of fantasy and RPGs. EUGENE: God, the writers were all amazing and they all brought different things to the
table. JEN: We had a mix of seasoned and new. There's young and excited energy and then wise, laid back energy, a little bit. KEVIN: There was sort of a who's who of what sort of action animation we've done, have been some of the top tier people. Some really great new voices that come from science-fiction, from live-action. It's really been a nice mix. ("Critical Role" theme) MATT: We've never worked with Brandon before, so this is the first time me and him were
the legend of the story of the legend of vox machina
able to collaborate on something, but he was just a great idea guy as well as being the person who's guiding the production side. BRANDON: Eugene Son, our

story

editor, he's been incredibly helpful along the way. Really implementing all of our notes, coming in and having all kinds of great ideas. EUGENE: Jen Muro knows so much about Critical Role, she's been a fan for a while and she could recall a lot of the things like the adventures and such that the characters have gone through.
Mae Catt is so much energy and so many ideas. She was fantastic in the writers' room that way. Kevin and Doc, our amazing writing team that I've gotten the pleasure to work with over the years. Their dynamic as a writing team is fantastic. I'd never worked with Marc before, but he brings a wealth of experience in comics and live-action TV. MATT: We also work with Daniel Thomsen, who came from the live-action world and brought a whole different kind of

story

telling to the room. Ashly
Burch, I'd never worked with before until "Vox

Machina

", but she's fantastic, beyond just being a talented writer. She's actually played with us. She played Keg in our second campaign for a number of episodes as well as a live show. And so I think bringing that to the table made her even that much more of a powerhouse. MARC: Everybody was soup to nuts, like really, really nice and really, really smart. MATT: I love when a writers' room is everyone throwing out ideas and
everyone's building on each other and it's from all different facets, just kind of brick after brick you can see the wall coming to fruition. EUGENE: It's fascinating adapting "The

Legend

of Vox

Machina

" from a role-playing game campaign and trying to translate that and bring that to life in an animated series. MAE: An adaptation need not be beat for beat and so our job as the writers was to maintain the spirit of the

story

and the spirit of each character and the character
arcs and what they're going through and act as the translators from what it was into what it can be now in the animated form. BRANDON: There's gonna be surprises, there's gonna be things that are changed, but also at the same time we wanna do that because we want the die-hard fans to not just come in and know everything. Like, you wanna be surprised, you want things to change just enough. MARC To find a way to get to a place in the

story

where you're giving the audience the thing
the legend of the story of the legend of vox machina
they didn't know that they wanted but they actually needed. EUGENE: When you're dealing with a preexisting property, like say a graphic novel, you say, okay, we have to keep this moment, this is a pivotal moment. Maybe we can lose this, maybe we can plus this. When you're going with a campaign where it's hundreds of hours of material and a lot of it is brilliant. It's like, okay, now what are the things that will translate really well to animated series? What have they not
seen that we think wow, okay, we can take this and we can really do something fantastic with it and those are the things that really, really excite us. JEN: Whittling down source material was an undertaking that I was terrified about because Matt has such a clear vision and I definitely did not want to step on that. MATT: Certain ideas have to be changed or altered as part of the adaptation. It's a hard process. JEN: There's things we were like, "Oh, my god. "He'll kill
us." And then he was like, "No, that's fine." We're like, "We were worrying for three days about this." MARC: Matt would always sit down and say, "Yeah, no, "this is the way it was in the campaign, "but this is better, let's talk about it. "Let's litigate it, let's investigate it. "Let's rattle test it." MATT: Sometimes the harder ideas, the ones that go against what you initially expected, make the most important
changes. EUGENE: Every project I've ever taken on, research is a huge part of it. You want to dive and get in that mindset and that mentality of the world you're exploring. MAE: "Critical Role" is an IP, is a legacy IP, but it's happening right now. You can interface with the creators of this thing that you love immediately. MATT: Everyone, for the most part, were able to make it for an element of the writers' room to answer questions about their particular character,
how they would react to certain elements. Questions that I couldn't have answered anywhere near as good as they could've. CHRIS: The fact that the cast created their own characters and that Matt, as the game master, created the scenarios and then you're in the writers' room with those people, with that cast. You get to feed off that immediacy. It's like writing a "Spider-Man" script in the room with Stan Lee. MEREDITH: It's working very hard to honor the
original canon and the original content and the original game. BRANDON: Nothing is getting past these guys. We're making sure that this is very much the show that they wanna make. MATT: It's been really cool to watch it all come together as each thing gets approved and we see every facet begin to come more and more realized. You can just feel the palpable energy of excitement, not just within us, but the animation studio and everyone who's working on it on the actual production side.
It's already turning into something very, very special. KEVIN: We are as excited as any fan of Critical Role to see how these things turn out. There's nothing better than if you love a property and you see it expanded to a new world. It just takes it in a way you never even could envision as a fan. MATT: We wanted to capture the spark and the magic of when we were playing at the table, just in a different form of media. MARC: It will be like drinking a drink that you really like by a
bartender you've never met before who adds a little something and you can't quite put your finger on what it is. It's like, "Did you put nutmeg in this?" And like, "Ah, not sure, but I love this drink. "Oh, it's delicious. "Give me more of this drink because I like being drunk." If you like being drunk on Critical Role, then I think you'll like what this series of bartenders have done to it. (epic orchestral music) ("Critical Role"
theme)