TBH not trusting it entirely...
Version 1- An Earth private military contractor (PMC) dropped into the world of Critical Role would face a profound culture clash, challenging the moral and operational norms of both worlds. Their advanced technology and tactical knowledge would be both a major asset and a source of confusion for the inhabitants of Exandria, especially its most famous adventurer parties. The OC's interactions would likely depend on their own moral compass, the specific situation, and which party they encounter.
The OC's capabilities
The PMC operative would bring capabilities that dramatically alter the balance of power in Exandria.
Technological advantage: The PMC would possess modern firearms, advanced body armor, communications equipment, and possibly even explosives. This gear could neutralize many magically-imbued threats, but would require careful rationing of ammunition and replacement parts, which cannot be found in Exandria.
Tactical training: Decades of military strategy would inform the PMC's approach to combat, which contrasts sharply with the often chaotic and improvisational tactics of D&D adventurers. This would include knowledge of troop movements, flanking maneuvers, and the use of cover.
Pragmatic morality: Unlike many adventurers driven by heroism or personal quests, a PMC operative is driven by the terms of their contract. This could lead to a pragmatic, mission-focused mindset that clashes with the more idealistic or emotionally-charged motivations of the various parties.
Meetings with famous adventurer parties
Meeting Vox Machina (Campaign 1)
Setting: The period after saving Tal'Dorei from the Chroma Conclave but before facing Vecna. The party has an official position on the Tal'Dorei council but still acts with mercenary-like swagger.
Interaction:
Initial reaction: The OC's modern gear and blunt professionalism would be met with suspicion and curiosity. Grog would be intrigued by the firearms, while Vex'ahlia would immediately try to figure out their market value.
Tactical integration: The PMC could provide invaluable insight during strategic battles, suggesting things like establishing a secure perimeter or using controlled explosives to seal off a dungeon passage.
Conflict and bonding: The biggest friction would be over the PMC's transactional nature. Vox Machina, despite their mercenary roots, is deeply driven by friendship and a growing sense of civic responsibility. The OC's detached approach to "asset protection" might disturb them. However, sharing stories of loss and survival in brutal conflicts could form a grudging respect, with Percy being particularly interested in the OC's weapon technology.
Meeting the Mighty Nein (Campaign 2)
Setting: The period during the Cold War-like tensions between the Dwendalian Empire and the Kryn Dynasty. The Mighty Nein is a morally-gray group of misfits and outcasts.
Interaction:
Initial reaction: The Mighty Nein would be more cautious than Vox Machina. As fugitives and spies, Caleb and Nott would be on high alert, while Jester might mistake the OC's high-tech gear for a strange new toy.
Espionage and tactics: The OC's training in counter-espionage and data collection would be a game-changer. They could assist in gathering intelligence from the Empire or Kryn Dynasty without needing magic, which can be detected.
Conflict and bonding: The OC's cold, tactical logic would clash with the party's emotional and often chaotic decision-making. Fjord's struggle with his patron would be an enigma, and the OC might initially dismiss Jester's pranks as a security risk. However, their shared experience as outsiders who operate in the shadows could foster a unique bond.
Meeting Bell's Hells (Campaign 3)
Setting: After the Apogee Solstice but during the coordinated assault against the forces of Ruidus. Bell's Hells has to work with multiple factions, including the other legacy groups.
Interaction:
Initial reaction: Bell's Hells, already dealing with multiversal threats and inter-party drama, would be the most adaptable to the OC's strange gear. Fearne might assume they're a particularly well-dressed woodland spirit, while Imogen's psionic sensitivity would instantly pick up on their alien nature.
Coordination and strategy: Given the campaign's focus on large-scale conflicts, the PMC could serve as a valuable tactical coordinator. The OC could help with intelligence, managing different strike teams, and even running a comms network with their equipment.
Conflict and bonding: The PMC's strictly hierarchical, mission-focused approach would stand in stark contrast to the Hells' messy, found-family dynamics. FCG, the therapy bot, would likely be drawn to the OC, offering therapy and attempting to understand their mission. Meanwhile, Chetney would be fascinated by the modern materials, and Laudna might be intrigued by the stark, deadly efficiency of their weapons. The OC's modern understanding of psychology could provide a unique perspective on the Hells' various traumas.
Overall themes and narrative potential
The introduction of a PMC character into Exandria offers several rich narrative opportunities:
Magic vs. technology: The OC's firearms might be able to replicate the effects of some spells, but magic itself would be an unpredictable, humbling force that their worldview can't account for. They would also provide a mundane, reliable backup plan when magic fails.
Moral ambiguity: The OC's mercenary code could force Exandria's heroes to confront difficult questions about the ethics of conflict and the value of a life.
Adaptation and isolation: The operative's ultimate goal would be survival and finding a way home. This singular focus would force them to adapt to a world with fundamentally different rules, while also highlighting the isolation that comes from being the only person with a modern, technological understanding of the world.
Version 2- A male PMC (private military contractor) from Earth teleporting into the Critical Role universe would be a classic "fish-out-of-water" narrative with rich potential for conflict, comedy, and character development. His Earth-based skills and cynical worldview would clash dramatically with the magic, mythology, and ethics of the famous adventurer parties.
Here's a look at how such an encounter might play out with Vox Machina, the Mighty Nein, and Bell's Hells.
Initial integration challenges
A modern-day PMC would have to contend with several fundamental differences in Exandria:
The technology gap: His firearms, body armor, and advanced communication equipment would be completely foreign and, depending on the campaign's timeline, incredibly powerful. However, ammunition would be a finite resource.
A new set of skills: While his tactical training, discipline, and understanding of modern warfare are highly valuable, they may not be applicable in all situations. He would have to learn to cope with magic, mythical creatures, and the divine.
Differing moral codes: A PMC, accustomed to black-and-white contracts and hostile environments, would likely have a utilitarian, "kill-or-be-killed" philosophy. This would put him at odds with the often-idealistic and empathetic adventurers of Exandria.
Meeting Vox Machina (Campaign 1)
Vox Machina are legendary heroes, known for their swagger, powerful deeds, and often-destructive methods. Their era, before the Chroma Conclave and Vecna, is defined by more overt, high-stakes combat, which the PMC would understand.
Potential rapport: He and Percy de Rolo, a firearm inventor, would find common ground in their fascination with technology. The PMC could offer insights into modern ballistics, while Percy could explain the magical engineering of his weapons. Grog Strongjaw would respect the PMC's sheer combat training and discipline, even if the soldier's reasons for fighting (money) were foreign to the goliath.
Areas of conflict: His cynicism would clash with Keyleth's reverence for nature and her spiritual quests. His methods would likely appall Pike Trickfoot, whose divine healing comes from a place of deep faith and compassion. The team's chaotic and often-drunken approach to problem-solving would likely frustrate the disciplined soldier.
Meeting the Mighty Nein (Campaign 2)
The Mighty Nein are a group of misfit antiheroes who deal with more subtle, political, and morally grey threats in Wildemount. Their campaign explores themes of self-discovery and redemption.
Potential rapport: The PMC's morally ambiguous past and mercenary nature would be understood by the Mighty Nein, many of whom have shady backstories. He would find common ground with characters like Caleb Widogast, Jester Lavorre, and Fjord. He would likely gravitate towards Yasha Nydoorin, another trained fighter, and the two could share stories of brutal combat.
Areas of conflict: The Mighty Nein's focus on magical mysteries, emotional intimacy, and interpersonal drama would confuse and potentially annoy the pragmatic PMC. Jester's pranks, chaotic energy, and reliance on divine intervention would likely bewilder him. His reliance on technology would be a liability against the more sophisticated magical threats, such as the Kryn Dynasty's dunamancy.
Meeting Bell's Hells (Campaign 3)
Bell's Hells are a group of reluctant heroes who navigate political intrigue and cosmic threats in Marquet. By this point in Exandrian history, many legendary heroes, including members of the former adventuring parties, are older and more established.
Potential rapport: Orym, a disciplined and dutiful fighter, might see a kindred spirit in the PMC's focus on protocol and tactics. Fearne Calloway's unpredictable nature could force the PMC out of his comfort zone, leading to comedic and memorable interactions. Ashton Greymoore, with their own dark and mysterious past, would likely be a neutral or even understanding party.
Areas of conflict: Imogen Temult's immense, world-ending psychic powers would terrify the PMC, who would see her as a walking WMD.Chetney Pock O'Pea, a gruff old gnome who can turn into a werewolf, would be a complete enigma to the soldier. He would find himself hopelessly out of his depth against the god-level threats and the complex, planar plots that define Campaign 3.
The ultimate narrative arc
A male PMC OC entering the world of Critical Role is a story of contrast. He's an expert at solving problems that no longer exist, and his skills are outpaced by magical forces he cannot comprehend. The true narrative isn't about how he can help the parties win their battles, but about how they change him. His encounters with the sheer goodness of a cleric like Pike, the compassion of a group of misfits like the Mighty Nein, and the divine mysteries of Bell's Hells could force him to re-evaluate his cynical worldview and find a new purpose beyond the cold, hard contracts of Earth. He would be Exandria's last, and least useful, action hero.
Version 3- Teleporting a modern-day male Private Military Contractor (PMC) into the fantasy world of Exandria offers a rich and compelling narrative rife with culture clashes, mismatched abilities, and profound personal growth. The nature of the encounter and the story's trajectory would depend heavily on which adventuring party—Vox Machina, the Mighty Nein, or Bell's Hells—first crosses his path.
The character: The PMC
This character is not a hero with innate magic but a highly trained soldier from a world of technology.
Skills: The PMC would be proficient in modern firearms, close-quarters combat, tactical strategies, and survival techniques. He understand logistics, resource management, and squad-based coordination, skills rarely seen in Exandria.
Mindset: Unlike Exandrian adventurers who operate on destiny or divine guidance, the PMC is a pragmatist driven by a mission. He rely on cold, hard facts, not superstitions or faith. This can lead to suspicion from the locals.
Equipment: His modern gear would be anachronistic.
Firearms: A custom-built rifle or pistol would be a terrifying and novel weapon in a world of bows and swords. Its ammunition would be finite, forcing the PMC to seek or create a new kind of weaponry after running out.
Body Armor: High-tech armor would offer impressive protection but would eventually suffer degradation and require materials not available in Exandria to repair.
Communication: A high-tech radio or satellite phone would be rendered useless, isolating the PMC from their home world.
Encounter with Vox Machina (Campaign 1: 810–812 PD)
This encounter would likely be the most confrontational, taking place in a grittier era of Exandria. The PMC's pragmatic, cynical worldview would clash with Vox Machina's often chaotic and bombastic heroism.
The meeting: Vox Machina, known for their mercenary roots, might encounter the PMC during one of their early contracts in Stilben or Emon. They would be suspicious of a man with strange clothes and a loud, smoking weapon.
The friction: The PMC would see Grog as a blunt instrument, Percy's gunsmithing as primitive, and Scanlan's antics as highly unprofessional. In turn, Vax'ildan would likely keep the PMC at arm's length, while Percy would be fascinated and a little jealous of his firearm technology.
The resolution: The initial mistrust would likely fade as the PMC proves his combat effectiveness against threats like dragons or fiends. His tactical discipline would be a new dynamic for the notoriously disorganized Vox Machina. The group would ultimately see his value and even work together to help him understand the world's magical nature, with Pike possibly healing his old wounds.
Encounter with the Mighty Nein (Campaign 2: 835 PD)
The Mighty Nein, a band of misfits from Wildemount, would have a more complex reaction to the PMC, driven by curiosity and their own past traumas.
The meeting: The Mighty Nein might find the PMC washed ashore near Port Damali or wandering the streets of Nicodranas. Caleb Widowgast, ever the academic, would be fascinated by the PMC's gear and knowledge of a "lost civilization".
The friction: The PMC's no-nonsense, militaristic approach would directly conflict with the Mighty Nein's brand of chaotic empathy. Jester Lavore would find his seriousness hilarious and try to pull pranks on him. Beau would be wary, seeing him as a potential threat and an agent of a new, unknown power. Yasha would see the quiet rage and pain beneath his disciplined exterior and feel a kinship with him.
The resolution: Caleb would become the bridge between the PMC and the team, translating technological concepts into magical theory. The Mighty Nein's empathetic nature would gradually break down the PMC's hard exterior. His tactical skill would be vital in their mission to stop the war between the Empire and the Dynasty, offering a new perspective on strategy. The team might even help him search for a way home, understanding what it feels like to be an outsider.
Encounter with Bell's Hells (Campaign 3: 843 PD)
This encounter would be the most open-minded and accepting, as Bell's Hells are no strangers to dealing with the strange and unusual.
The meeting: The PMC might appear near the city of Jrusar, where the Hells first banded together. Fresh Cut Grass (FCG), a robotic automaton, would be immediately intrigued by another being with a mechanical nature, albeit from a different world.
The friction: The Hells would be the least overtly hostile but most disquieted by the PMC's existence. Imogen Temult's telepathy would be overwhelmed by a mind that has seen modern warfare, a kind of devastation unlike any in Exandria. Laudna's undead nature and FCG's artificial existence would give them a shared outsider status with the PMC.
The resolution: The PMC's tactical knowledge would be invaluable in combating threats related to Ruidus and the Predathos plot, and the Hells would offer a more accepting "found family" atmosphere than the previous groups. The PMC could find a new purpose by applying his skills to save this new world, and his modern military training could be used to reverse-engineer unique magic items or strategies. The encounter would be a journey of healing for the PMC, finding acceptance and a new home with other extraordinary outsiders.