Matthew Mercer's 'It's Our Game to Have Fun' Quote Remains a Vital Reminder for Critical Role Fans

Four years after it was spoken, the Dungeon Master's words still perfectly encapsulate the spirit of Dungeons & Dragons and Critical Role.

Oct 11, 2026
Culture & Opinion
Matthew Mercer's 'It's Our Game to Have Fun' Quote Remains a Vital Reminder for Critical Role Fans

Four years ago, during the third campaign of the massively popular Dungeons & Dragons actual-play series Critical Role, Dungeon Master Matthew Mercer offered a simple yet profound statement that continues to resonate with fans and critics alike: "It's our game to have fun." This remark, delivered during episode 42, served as a gentle rebuke to a segment of the fanbase that had grown overly fixated on adherence to specific rules, potentially at the expense of the narrative and enjoyment.

The incident occurred when player Laura Bailey apologized for a perceived delay in progressing the main quest due to in-game gambling activities. Mercer's response, a calm assertion that the cast was playing their game for their own enjoyment and that viewers were welcome observers, highlighted the core philosophy of Critical Role. The show, featuring a cast of professional voice actors, has cultivated a dedicated following, known as Critters, over its decade-long run. While the series is celebrated for its epic storytelling and character moments, it has also drawn criticism from some who feel the cast deviates too strictly from the Dungeons & Dragons rulebook.

Mercer's quote, though perhaps less iconic than his signature "How do you want to do this?" line, encapsulates the essence of what makes Critical Role, and indeed many D&D games, special. It emphasizes the collaborative and personal nature of storytelling in a tabletop role-playing game. The ability for players and the Dungeon Master to shape the narrative organically, improvising and making choices that serve their story, is a fundamental aspect of the D&D experience.

This sentiment is particularly relevant in an era where online communities can exert significant influence on creative works. While fan engagement is often beneficial, it can sometimes manifest as a sense of entitlement, leading to prescriptive opinions on how a game should be played. Instances such as Mercer adjusting resurrection rules in Campaign 2 or Marisha Ray's characterization of Laudna in Campaign 3, which diverged from strict adherence to her lineage's traits, sparked debates among "rules lawyers" online. These criticisms, while sometimes valid, occasionally overlook the players' agency in interpreting and adapting the game's mechanics to fit their ongoing narrative.

Despite the immense viewership and external creative input, such as Amazon's involvement in animated adaptations like The Legend of Vox Machina, Critical Role's CEO Travis Willingham has affirmed that creative control remains with the show's creators. Mercer's statement serves as a powerful reminder that while audience feedback is valuable, the primary purpose of Critical Role is the group's shared experience and storytelling. In a media landscape often driven by external opinions and nostalgia, Mercer's words underscore the personal journey and creative freedom inherent in playing their game.

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