Campaign Diary: Dragon Heist Session 0-1

For years, I’ve been trying to wrangle together an IRL D&D group in SLC that meets regularly. It’s really only taken this long because I prefer to play with people I know and in the comfort of a friend’s home rather than at a gaming store with strangers. I’m not against Adventurer’s League-style play—it just hasn’t interested me very much. But for the past two weeks, I’ve had 7 or 8 players, mostly newbies, to introduce to the hobby and teach how to get their best playing experience. It hasn’t been easy, but so far it’s been mostly successful. In an ideal world, I’d run a group of 3-5 players instead, but I’d rather have too many than too few. If my players are reading this, know that I’m going to try to keep these campaign diaries as spoiler-free as possible, but any text that looks like this: “Minsc and Boo send their regards, for goodness is better left unseen.

So far, the 1st-level party, in alphabetical order, consists of:

  • Anel, the Half-Elf Druid
  • Bishop Paddock, the Trickery Domain Cleric
  • Desir, the Half-Orc Warlock and her bobcat, Gizmo
  • Dim the Drow Light Domain Cleric
  • Finesse, the Human Fighter
  • Link, the Green Dragonborn Barbarian
  • Lorelai the Halfling Rogue
  • Sancho, the Human Fighter

We have a good mix of spellcasters and brawlers as well as the one rogue, so I’m pretty happy with the party balance. I haven’t run into any problems with having too many PC’s yet, but I imagine I will have to increase the difficulty of some encounters down the line. What the party lacks in tactics they should make up for with sheer numbers. I’m running Waterdeep: Dragon Heist, which, until the sequel just came out, was the latest adventure module from Wizards of the Coast. Dragon Heist has four possible main villains, and our campaign is set in the winter season (those of you who have read the adventure will know what that means). It’s still a long ways off, but I don’t think this group is the type that would enjoy being thrown into a massive dungeon crawl like Dungeon of the Mad Mage. So I’m still working on what we’ll do next in the event that we actually finish Dragon Heist. DMsGuild has some adventure options from independent writers for groups that want to continue to play in Waterdeep after Dragon Heist, but I may just come up with my own material after this campaign.

The party has followed the adventure to the letter so far, which I’m thankful for. One of my main concerns with running Dragon Heist is that Waterdeep is huge and has hundreds of NPC’s. I’ve made a concerted effort to learn as much as I can about Waterdeep in just a few weeks. This has mostly involved forcing myself to stare at Volo’s Waterdeep Enchiridion in the back of the book until I internalize the material. I don’t have much prior knowledge or experience with Waterdeep, so it’s difficult for me to absorb the history and lore of such a rich and diverse setting all at once. But I think presenting the City of Splendors as convincingly as possible is key to running this kind of adventure. Dragon Heist has its share of dungeons (not counting Undermountain), but it’s mainly about faction relationships, investigation, and political intrigue. I’ve given the players short summaries of the setting, but getting them up to speed and invested in Faerûn is a challenge all its own.

I also bought Volo’s Guide to Waterdeep, but I haven’t found cause to use it yet. It doesn’t help that the book is 25 years old and assumes a different point in the Forgotten Realms timeline (before the Spellplague, yadda yadda yadda). I think it will pay off in the future when I’m starving for more details. I have relied heavily on another secondary resource, however: A Friend in Need by Valeur RPG. It’s a short document of condensed notes on the first part of the module with some added suggestions for encounters and how to run each section. Any DM could create such a document for themselves, but it’s well worth $2 to pay someone else to create the notes for me. I will absolutely purchase the rest of Valeur RPG’s helpful Dragon Heist products as we go.

valeur rpg

Aside from giving each player some brief setting notes, I’ve also reviewed each player’s character sheet for accuracy, bought them each a color-coded folder for all their documents, created a Facebook page and group for the campaign, created Facebook events for each session, posted a couple of relevant Matt Colville videos, and provided them all with a copy of the Code Legal of Waterdeep, which essentially tells them how much trouble they’ll get in if they break the law. I also had to buy a new Plano tackle box to store my minis in as well as a marker board for tracking initiative. I’m making extensive use of my DM Binder, which is where all my personal notes and handouts go. I had a couple of the players keep track of initiative for me during the game, and that gave me some more bandwidth to keep combat interesting.

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I think just about every DM would be worried their party will jump straight into Undermountain after being introduced to the entrance in the Yawning Portal, but Dragon Heist does a good job of dissuading them from that suicide mission by attacking the tavern with a troll and some stirges that climb up the well. The encounter also serves as a good introduction for Durnan the barkeep, who’s already one of my favorite characters in Waterdeep. After learning the basics of combat through dispatching the monsters and a few bandits, the party accepted Volo’s quest to find his friend Floon. The  trickery cleric saw it as a good opportunity to play Volo in a game of cards, and I used that encounter to give them a copy of Volo’s Guide to Monsters in-game. I’ve decided the book gives the user advantage on Nature (Int) checks to determine the characteristics of monsters if they have ample time to study the tome, which I think will lead to some fun interactions.

From there, the party took a short rest, bought an Unbreakable Cage from the Old Xoblob Shop (same rules as the Unbreakable Arrow from Xanathar’s Guide to Everything except it’s a small cage), did some detective work at The Skewered Dragon inn, and kicked down the door of a warehouse where four Kenku have just ambushed them. So far, so good. We’ve gotten through about half of the first part of Dragon Heist without much trouble. The city really opens up after the second part, though, so I’m looking forward to letting the players be more independent in their exploration and decide what they’re most interested in doing. There’s an overwhelming amount of possibilities between the factions and the 40+ guilds, but I think I’ll be able to manage as long as I know what the players want to do next a few days before each session.

Overall, I like Dragon Heist so far and hope we get to play through a lot more of it. I  probably wouldn’t recommend it for first-time DM’s, unless you have an encyclopedic knowledge of Waterdeep already, as it calls for a lot of improvisation and study (see the Starter Box for a better point of entry). But for new players, I think it works really well, because the city has clear boundaries and more than enough play space for many, many sessions. If your group is more interested in slaughtering everything in their way and getting as rich as possible, you may want to just roll 5th-level characters and skip to Dungeon of the Mad Mage, but I’m really excited about running a more story-focused campaign with some interesting twists and turns. The next session is scheduled for tomorrow night, and I’m planning on finishing the first part of Dragon Heist with enough time left to set up Part 2. I’ll try to post another Campaign Diary before the weekend.

Until then, thanks for reading, and feel free to hit me up with comments or questions.




E3 2018: Behind Glass

It’s Tuesday night, I’m exhausted from my morning trip from SLC to LA, and I’m sitting in one of the many scrunched-together black folding chairs of the freezing Novo theater, i.e. the E3 Coliseum. Geoff Keighley of The Game Awards fame has hosted several panels throughout the day, but now he’s presenting an entirely different kind of performance of his own design. Peter McConnell, wearing his iconic black fedora, sets up his electrified violin next to two other well-established game composers: Clint Bajakian on guitar and Mark Griskey on drums. The man in the seat next to mine asks if I’ve ever played Grim Fandango. “I never finished it,” I say, remembering the puzzles I was too lazy to figure out on my own. I only ever played the game after the remaster, because it was difficult to track down a copy of the original release for over a decade. But there are many like the person next to me that have played and loved the game since 1998.

After a short intro piece from the band, Tim Schafer, jolly leader of Double Fine, emerges from stage left, and for the next hour, I am entranced. Schafer and crew have come to reprise scenes and music from this classic PC adventure game about death and skeletons, Grim Fandango (they also announced the remastered version of the game will release on Nintendo Switch sometime soon). Schafer narrates and directs the scenes, and Jack Black admirably fills in the voices of many of the game’s side characters. But the real stars are the original voice actors that, to the letter, inhabit their classic roles from 20 years ago. Tony Plana is unmistakable as the charming-yet-sly Manny Calavera. Alan Blumenfeld’s Glottis is as larger-than-life as the demon himself. Patrick Dollaghan’s Domino, Maria Canals’ Mercedes, and Jim Ward’s Hector all feel real through the power of their voices, the music, and a few storyboards. This performance is the highlight of my E3 week, and an experience I’ll never forget. It truly felt like a love letter just for the fans of the game. I wish I could say the rest of my E3 week was as memorable.

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I’ve known about and been excited by the concept of E3 since I was a teenager. I read about both the hype leading up to E3 and the aftermath every year in Nintendo Power. As an adult, I’ve watched and live-tweeted my reactions to the whole ordeal off and on for years. But this time I actually got to go in person, and I have to admit I’m a little disappointed. I knew going in that E3 is not tailored to please the average gamer. It’s meant as a trade show for industry professionals and journalists to show off new products and make earth-shattering announcements that people can write articles about for months to come. I knew this, and yet I hoped that, with the public being allowed in for the second year in a row, there would be more for the fans to do and see.

But I kept getting the nagging feeling that I could be watching everything I saw from the comfort of my own home. Free swag was sparse. I spent around $150 on merchandise just to have some cool souvenirs (nothing I couldn’t get somewhere else). Lines to play and see the most exciting new titles were hours long, if they were open to fans at all. I waited for an hour to play about 5 minutes of the new Smash Bros., and all I can say without certainty is that it looks and feels like a Smash Bros. game. The Coliseum, while a nice gesture, was fairly hit and miss. At one session you might see animators drawing frames of a new Cuphead character or a discussion about women in games, while another session might amount to an hour-long advertisement for sports cars or graphics cards.

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I saw many professionals and celebrities I recognized in the flesh during my 3-day adventure, streamers and journalists and developers alike. I saw [REDACTED] having lunch in one of the show floor cafeterias. I saw the whole crew from [REDACTED] just chilling on the floor of an exit hallway. I saw Elijah Wood on stage talking excitedly about how cool his new game, Transference, was in VR. I saw Hideo Kojima and Darren Aronofsky talking to each other on the same stage, in a meeting of minds I imagine only happens normally behind closed doors. And yet, all of these people were wholly inaccessible to me and the vast majority of fans at E3. Because the industry people are there primarily to do their jobs, and their jobs at E3 do not include interacting with and getting to know their fanbase like they do at PAX and other conventions, as much as I wish this wasn’t the case.

So would I recommend the average person attend E3? Right now, I’d have to say no. Unless you’ve just always wanted to go and have the cash to burn and live nearby, your money and time are best spent at one of the many other nerdy conventions around the country. All together, my best guess is I spent about $1300 on this trip, which I’d say is not a bad deal for most big conventions. But considering there really wasn’t much for me to do at E3 other than gaze at games and people and products from afar, I can’t say it was worth the money. $250 for tickets alone seems exorbitant, so I hope they reduce the cost of the Gamer Pass in the future.

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I don’t mean to say I had a bad time by any means. I got genuine thrills just from the scope of the show. I could sense, intimately, that important events were happening all around me. I just would have liked to be a bigger part of any of them. So I probably won’t be going back for at least a few years unless it’s for an industry job. But I will take away the energy and enthusiasm I felt for games while I walked the show floor. Nothing is as motivating as being around thousands of other people that enjoy your favorite media as much as you do, and I highly recommend everyone attend an event like this as often as you can. Definitely go with willing and able friends too. Just maybe take E3 off the wishlist until the venue figures out how best to serve its fans.

And that’s about all I want to say about E3! Overall, it was a good vacation for me. I’d never been to LA before, and the city really grew on me over time. It has a lot of problems that are blatantly obvious as soon as you step onto the city streets. Traffic, poverty, and pollution all seemed rampant across most of the city. Two blocks down from a shady alley, you might find a world-class restaurant or a fancy museum. It’s this disparity that really struck me about the whole experience. The gap between the upper echelons of society and the poor and downtrodden has never been more clear to me than it was during the walks I took from my motel on the west side of LA to the LA Convention Center. I hope life improves greatly for LA’s citizens, many of whom were exceedingly nice to me (maybe just because I’m a 29-year-old white man, but I appreciated the hospitality all the same).

Now that it’s all over, I can’t WAIT to go home. I’m a little sad E3 went by so quickly, but, again, I’m also feeling more motivated than I have in a while to work on my own projects and build more of a name for myself. I’ll be blogging more, too, so you can continue to follow my thoughts here and on the daily @NCBurnham on Twitter. Peace!


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Looking Back: 7 Years of Grue

Seven years ago, I set out to create a personal blog for myself that would let me write about games. At the time, I was single, depressed, working part time at a college library, and I had little idea what I was going to do with myself since my undergraduate days had just ended. I was excited by the games work I saw my more journalistic friends doing, however, and I think that’s mostly what kept me going during the last 6 months of 2011 (that and Dark Souls). For years, I dreamed that I would be able to play trombone full time. And until the past few years, I could say I still believed in that dream. I still practice. I have yet another degree in music. But the demands of trying to stay competitive enough for auditions and traveling to said auditions proved too difficult for me when I realized I didn’t actually want to eat ramen for the rest of my life. And I’ve always prided myself on having more than one set of skills, which led me down the road of studying games more seriously and eventually getting a job as a business systems analyst.

Nowadays, I don’t have much free time outside of my full time job, which makes it hard to create much of anything, let alone make regular updates to this blog. But I did enjoy getting back into writing with the Critical Role posts and my 2017 GotY list. What I’m trying to say is, I’m recognizing that I still want blogging to be a regular part of my life. Though the words don’t come as easily now as they did back then, this post feels more meaningful than any I wrote when I still lived in an arachnid-infested basement in Iowa. So I guess this is me saying that you can expect more posts from me soon. At least, that’s the goal. But you should expect a slight shift in focus. I’m less interested in writing traditional reviews now than ever, and I’m more concerned with just staying creative on a personal level. So I expect future posts to be mostly about just that: how I’m trying to stay creative as a working stiff.

There’s a lot I’d like to write about. There’s a lot of work I’d like to be doing. It’s been very difficult for me to come to terms with the fact that I can’t pursue everything I want to anymore. I’ll come up with ideas for games and stories and music that I’m all equally excited about. I may even work on them for a day or two. But realistically, it’s impossible for me to keep a regular schedule for personal projects when I’m away from home 10.5 hours every weekday. I have enjoyed streaming a lot more, and the Masters of Adventure podcast has been some of my best work. Going forward though, I want this blog to be about the time I spend thinking about and working on side projects, as well as more critical analysis of works new and old. I can’t say what the coming posts will be exactly, but I can say that right now I’m mostly thinking about CRPG’s, strategy games, Dungeons & Dragons, level design, and music.

So we’ll see what happens. Interestingly enough, my first post on this blog was about E3. It would seem that E3 continues to motivate me, even in 2018. The biggest difference this year is that I’m actually attending. My 14-year-old self would have been ecstatic to even watch an E3 stream, let alone get to go on his own dime. I am very excited to be going this year, if for no other reason than it’s been a dream of mine since the days of yore when Nintendo Power was still delivered to my mailbox every month. I plan on making a post about my E3 thoughts and experiences, either from my hotel in LA or after I return to my new apartment in Salt Lake City. Either way, I hope you enjoy it, dear reader. And whether you’ve been following this blog since the beginning or you just started today, know that I am extremely grateful for your time. It’s all we have.


Critical Role Campaign 2 Episode 4: Disparate Pieces – Recap

Besides the trial, Episode 4 is fairly uneventful storywise, yet not without its charm. Highlights include the party’s conversation with the newly-awoken Toya, Beau’s solo encounter, Caleb and Nott’s spa date, and a lot of shopping and bargaining shenanigans. But my favorite part was Matt pulling out a beautifully-drawn map of the Dwendalian Empire by one of my favorite cartographers, Deven Rue. She does truly amazing artwork, and the map was an awesome surprise to bring out on the stream. If you haven’t seen Deven’s maps before, I urge you to follow her on Twitter @DevenRue and check out her website. Matt’s prop game has been on point all season, so I’m sure he’ll have even more surprises for us in the coming months.

As the first arc of this campaign wraps up, the party has to make their own way, free from pursuit of the law or demons, for now. With an entire region’s worth of fantastic locales to explore, I’m extremely envious of Matt’s players. Soon to be level 3, they’ve gotten their sea legs under them and come together as a formidable team. I’m a little disappointed that Ashley Johnson has been mostly absent from the campaign so far and has missed a lot of the best moments. But there’s still a lot of Critical Role ahead of us, and who knows what Matt will throw at the party tomorrow night. See you next week!

Critical Role Campaign 2 Episode 3: The Midnight Chase – Recap

I’m half sick as I’m writing this, which is a shame, because episode 3 of Critical Role was fantastic. I really wanted to do a deeper analysis of it, but I think we’ll all have to settle for another surface-level recap this week. If you’ve neglected to watch the show up to this point, this episode is a great jumping on point. It’s got everything I want from an actual play with very minimal downtime for a live stream. I hope we get more like it and less like episode 2’s plodding investigation.

It starts as most good D&D sessions should, with combat. The party dispatches two more zombie creatures, but not without casualties. Mollymauk nearly dies, so Taliesin spends most of the session acting wounded or unconscious. It’s not a complicated encounter, but it does get the audience’s attention and gets the whole party rolling dice as soon as possible. The group then hides the zombie guard bodies and tracks the devil toad through the dead of night to the edge of a lake outside town. After a lot of negotiation and preparation back in Trostenwald, the party learns of an abandoned ruin named Crooked Stone on an island in the middle of the Eustaloch. The devil toad, of course, has made Crooked Stone its hideout along with the enchanting dwarf singer, Toya.

For the last hour, we witness a wonderfully tense and dynamic combat encounter that I strongly applaud Matt for setting up. He’s employed several elements that make the fight much more interesting than it could have been. First of all, it’s taking place at night, meaning the characters without darkvision (about half the party) need to create a way to see in the dark. Caleb’s Dancing Lights spell quickly takes care of the problem, but he still has to spend an action casting it, which critically reduces the amount of damage he can do. Secondly, the space isn’t completely flat. Trees, rocks, ruins, steps, and stone walls fill the arena, giving the PC’s and monsters interesting ways to interact with and abuse the environment. Finally, the devil toad and Toya have extremely powerful abilities that demand attention from at least one or two PC’s on any given turn. Because Beauregard spends most of her turns restraining Toya’s voice, she barely contributes to the damage done to the toad, leaving most of the demon-slaying to Fjord.

The rest of the party is left to deal with the monstrous toad and its three imp summons. Though the party eventually emerges victorious, I got the sense it was a very close fight and could have gone either way if the dice had landed differently. Even though I suspect Matt often tries to rule in favor of the party in order to keep them alive and having fun, I appreciate him posing real dangers to this low-level group, especially considering he has such a large audience to please. The episode ends with the toad blown in half and the dwarf girl unconscious in the party’s care. I can’t wait to see what she has to say when she awakes. Our heroes have some real clues to work with now and even got to test their mettle against their first boss battle. Is it Thursday yet?

Critical Role Campaign 2 Episode 2: A Show of Scrutiny – Recap

Episode 2 is more cerebral than the first. We now have a faint idea of who the characters are and how they generally like to act. They even have some goals and can begin to move around Matt’s world making somewhat-informed choices. The party becomes a band of detectives, as they investigate possible causes of the carnival mishaps. They lie, deceive, trick, and sneak their way through Trostenwald and successfully discover that the devil toad is the culprit. They also free Mollymauk in short order, thankfully. For the most part, Matt lets the players do what they want and gives only subtle direction until the end, when the truth is revealed and more zombies head toward our heroes trapped in the tent. Overall, it’s a less exciting episode without a single combat encounter, but it’s still interesting. It’s the kind of session I’d be afraid to run with new players, as they might not know how to make their own fun yet. But for Matt’s seasoned veterans, it’s a worthy challenge and showcases a lot more fantastic role-playing from everyone at the table. I’m excited to see how the party fairs against more zombies and anxious for the inevitable showdown with the fiend. See you next week!

Critical Role Campaign 2 Episode 1: Curious Beginnings – Recap

It’s been a long time coming, but we’re already one episode deep into the new season of Critical Role. And the state of tabletop RPGs has changed drastically since the show started almost three years ago. In March of 2015, I was wrapping up my first year in game design school and still basking (somewhat naively) in an Obama-led America. Games have only grown more prominent in every way, though, and I see that growth as a mostly good thing. Certainly, this is a golden age for RPGs, where anyone can publish anything they can think of and learning how to play virtually any semi-popular game only takes a few clicks and a few hours of your time.

Enter Critical Role’s second campaign, the inaugural stream of which drew about 95,000 viewers at peak. There’s probably terabytes of fan art for it already, yet we barely got a hint of the cast’s new characters and Matt’s new setting. As CR is undeniably the most popular and most accessible form of D&D ever created, it’s important for designers to take note of what Matt, his players, and Geek & Sundry are doing. The show is responsible for so many people getting into RPGs, and I’m sure thousands of viewers are happy to only experience D&D vicariously through streams. So every week I’d like to do a short recap of the new episode and see what important nuggets we can use from each to inspire and inform my own work. I didn’t watch much of the first campaign, so I’m excited to watch the new one from the beginning. I hope you enjoy coming along with me on the journey.

Production-wise, it’s immediately apparent G&S has upped their game since last season. The new gaming table is amazing, the overlay looks cleaner, and the camera work has improved as well. After 10 minutes of ads and plugs, we get to see CR’s new intro video for the first time. It looks and sounds like a window into 70s stereotypes (reminding me a lot of high school yearbook photos of my parents), from the unpainted lead miniatures and disco-inspired music to Sam Riegel’s ridiculous rainbow suspenders and Matt’s aviator glasses. It’s a welcome improvement over the old intro, and importantly shows D&D as a time-honored game to play with friends rather than just an excuse for cosplay. The game inspired a lot of the media we remember fondly from the 1980s, just like what CR may do for the the 2020’s.

Next, Matt gives us a lengthy monologue about an area of northeastern Tal’Dorei known as Wildemount. He frames a  kingdom called the Dwendalian Empire that’s both ruled by religious and military powers and threatened by wild monsters that roam the outskirts of civilization. To me, it sounds a lot like Dark Souls and seems more Gothic than the episodes I caught of the Exandria campaign. After flooding us with details that may or may not be relevant, Matt tells us this particular story starts in a small, agricultural village called Trostenwald. This is not the kind of slow opening to a  campaign I would use with my friends, but it is a great way to open a season of Critical Role. As viewers, we need to know where this story is taking place and why we should care, and I think Matt gave us just enough to stay interested through the proceeding 90 minutes of character introductions and role-playing.

Then the actors’ take the stage, and they take their time doing so. One by one, we meet each new character, in a tavern no less, and see how the cast interacts with each other in their new roles. Liam’s reserved and soft-spoken wizard, Caleb Widogast, is my favorite and reminds me of characters I’ve made in the past. He even comes with an orange cat named Frumpkin and Sam’s excitable rogue, Nott. Nott, Sam laments, is a tiny, goblin female with a British accent. I wouldn’t want to try to keep up that voice for three more years, but it will be entertaining to watch Sam do so. Laura easily steps into the skin of Jester, the comedic tiefling cleric, and Marisha embodies a much brasher character than her former half-elf druid. Her new PC, Beauregard the human monk, mainly likes drinking and money. Travis’s half-orc warlock, Fjord, has a gunslinger air about him, and it’s refreshing to see a more serious character in the group. Taliesin and Ashley come as a pair with Mollymauk, the tiefling blood hunter, and Yasha, the aasimar barbarian. Molly’s efforts to swindel the other characters out of their gold are quite entertaining to watch, and Jester bonds with him over his made up card readings. Ashley plays a good bodyguard and portrays the most headstrong character of the bunch.

Eventually, Matt prods the group away from the Nestled Nook Inn towards the adventure, and he paints an alluring carnival scene inside a large, medieval circus tent using more of his written material. We and the characters watch in awe as Matt spins rhymes of contortionism, music, magic, and strange creatures. The beautiful illusion is suddenly shattered, however, as one of the elderly carnival-goers morphs into a zombie-like monstrosity and throws the crowd into chaos. The combat encounter takes up most of the rest of the time in the episode, and Matt has set it up to be both interesting and challenging for a large level-2 party. The map, miniatures, and models keep the fight engaging for the viewers and give us a good idea of what’s at stake. The players have to contend with killing two zombies without harming any of the carnival-goers or allowing more zombies to be created. The crowd provides decent cover for the ranged attackers, though, and the melee classes make short work of the abominations.

The session ends with Molly and the circus company under arrest and the remainder of the party under investigation from the imperial guards. Someone has to be blamed for the mayhem, so it might as well be the player characters. It’s a fitting ending that leaves us with a few key questions. How will the party get Molly out of prison? Who’s actually behind the zombie menace? What kind of magical affect, if any, did the dwarf singer, Toya, have on the circus crowd? I’m excited to see how the group discovers the answers, and I’m fairly invested in learning more about each character. Overall, Curious Beginnings was a great introduction to a new campaign that I highly encourage you to watch if you haven’t already.

And that’s it for now! I’ll aim to get a new recap post up every Tuesday or Wednesday night, so I hope you enjoy them. Feel free to leave me some feedback in the comments or on Twitter as well. Until next time, farewell!