The so-called Matt Mercer Effect has been a boogeyman in tabletop circles for years now, this idea that Critical Role poisoned the well, making new players expect every dungeon master to perform like a professional voice actor with a Netflix budget. It's a tidy explanation for why some gaming groups fall apart. It's also, according to a pretty compelling argument making the rounds, completely wrong.
The real culprit is a bad session zero. For anyone unfamiliar, session zero is the pre-campaign conversation where a group figures out expectations, tone, boundaries, and what kind of game everyone actually wants to play. Skip it or phone it in, and you get a table full of people with wildly different ideas of what they signed up for, and when reality doesn't match the fantasy, it's easy to blame the nearest cultural scapegoat. Matt Mercer just happens to be a very visible one. Run a proper session zero where players and the GM get honest about skill levels, time commitment, and what 'fun' even means to each person at the table, and suddenly the Mercer Effect loses most of its power. People know what they're walking into.

Alex
Catch-all — action, adventure, simulation, racing, casual, horror, puzzle
