A balanced Dungeons & Dragons party is a fundamental part of creating an enjoyable gaming experience. Yes, you want to make sure you have strong fighters who can provide a variety of melee or ranged attacks, some magic users, and definitely at least one person with a healing spell. You want a range of stats for the non-battle parts so that conversations with innkeepers can go smoothly and potential dangers and traps can be spotted from a glance around the room. Most importantly, you want a group that will be fun together, one that might unexpectedly work together to succeed at their ultimate quest, whatever that may be.
The first season ofStranger Things — which leaned on the Dungeons & Dragons of it all more so than the following two — exemplified a good, balanced party. The core group of kids played off each other neatly (and their official in-game character sheets certainly highlighted a nicely calibrated party). And no matter how you split up the characters, there was some great chemistry and wonderful character moments. But each successive season of Stranger Things has moved away from the D&D aspect — and also away from that ideal party.
While the Duffer brothers bring back Dungeons & Dragons in Stranger Things 4, the group dynamics are weaker than ever. Even if the terror comes in full swing, the charm of the characters is completely sucked away, replaced by connections that just don’t work well together but are being forced to somehow.
[Ed. note: This review contains some slight spoilers for the first half of the fourth season of Stranger Things.]
Season 4 of Stranger Thingskicks off with our usual parties split across the globe, their relationships fraught at best. Joyce Byers (Winona Ryder) and her sons Will
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