Home Comics Anjali Bhimani Discusses Her Experience on Candela Obscura

Anjali Bhimani Discusses Her Experience on Candela Obscura

We recently had the incredible opportunity to once again chat with the talented Anjali Bhimani, where we caught up on her latest projects and discussed her role in the new Critical Role series, Candela Obscura. Talking to Anjali Bhimani is always a delight, as she shared updates about her book, I Am Fun Size, upcoming work on a podcast network called S.L.A.P., and her experience portraying Charlotte Eaves in Candela Obscura. With two episodes already aired and the third one scheduled for July 27th, 2023, fans have been eagerly following the series.

BC: Hello, Anjali! It’s always a pleasure to catch up with you. How have you been since our last chat?
AB: Hello! I’ve been great, thank you. I’ve been involved in so many exciting projects since we last spoke, with many more in the works. In our previous conversation, we discussed the process of publishing my book, I Am Fun Size. Now that it’s out, how has that experience been for you?
Releasing my book has been an incredible whirlwind, and it continues to be so. I was already thrilled about getting the book into people’s hands after the Kickstarter campaign, but the response during the public launch exceeded my expectations. To my surprise, the book made it onto several bestseller lists, including The Wall Street Journal, USA Today, Barnes and Noble, and Amazon in multiple categories. I’m immensely grateful for this unexpected achievement.

BC: What has the readers’ reaction been like, and what message do you hope they take away from it?
AB: The readers’ response has been overwhelmingly positive. The main message that resonates with them is exactly what I had hoped for – the confirmation that they are not alone in their struggles. It’s easy to forget this when we’re in pain, but knowing that there are others who have been through similar experiences or are willing to support us along the way can be incredibly empowering. I wanted the book to remind people of this simple yet powerful realization.

Moving on to Candela Obscura, when did you first learn about this series from the Critical Role team?
AB: I first learned about Candela Obscura some time ago, early last year, I believe. They were testing one of the earlier versions of the game and asked me to join them for that. While it had a different system and vibe, it still had the high-stakes horror element that appealed to me. Taleisin [Jaffe]’s enthusiasm for the project was infectious, and I was excited to work with him again after our previous collaboration on the DOOM one-shot just before lockdown in 2020. It had been too long!

What specifically drew you to this new setting and made you want to be a part of it?
AB: I had never played anything in the horror genre before, so that alone piqued my interest. The closest I can recall was We’re Alive: Frontier, which used the Outbreak: Undead system, but that was more of a survival horror experience. Furthermore, I loved the fantasy setting with its turn-of-the-century atmosphere that wasn’t directly drawn from historical sources. The aesthetic surrounding it was also very appealing. After playing D&D for so long, it was intriguing to step into a world where magic and the supernatural existed but were not normalized. The sense of wonder remained intact. Plus, I’ve never seen Critical Role do anything that didn’t interest me, and I always know it’ll be a fantastic time with amazing people when they reach out.

How did you adapt to the new game mechanics, especially considering it was an in-house design?
AB: Surprisingly, the new game mechanics were quite simple to grasp, and I was grateful for that because it allowed us to dive into the fun of playing rather quickly. We had a playtest where we familiarized ourselves with the game, followed by a session zero, during which we had a blast exploring the possibilities.

CB: What was your thought process in creating Charlotte Eaves and defining her within this universe?
AB: I drew inspiration from the character of Aunt Polly in Peaky Blinders, portrayed by the late Helen McCrory. I loved how she portrayed Aunt Polly as both tough and vulnerable, carrying immense power throughout the series. She was my favorite character. So, in homage to her, I decided to incorporate the same spirit into Charlotte Eaves. In this game system, the character’s path requires a specific catalyst, and I liked the idea of something extraordinary happening to her, something that would constantly nag at her, unanswered or unresolved. But I won’t delve into it further here… there’s a lot more to learn about her in future episodes!

What attracted you to playing a magician in this campaign, and how has it been exploring that aspect within the game?
AB: I loved that the role of the magician provided a mix of realistic moments and extraordinary ones. There are a few skills that the magician possesses in this game, some of which involve actual magic. It’s entirely plausible that she learned and developed these abilities throughout her life. They don’t have to be inherently bestowed upon her. This aspect also allows for a lot of role-playing opportunities, given her position as a character with persuasive and charismatic abilities – the perfect fit for Charlotte.

What was your experience like playing the game and filming the episodes with the crew?
AB: It was pure joy, even during the intense moments when we were running for our lives. Everyone at Critical Role, including the guests they invite, is clearly driven by their love for gameplay, storytelling, and each other. This camaraderie permeates both onscreen and behind the cameras. When I’m filming with them, there is nowhere else I’d rather be. Period.

Setting the campaign aside, what are your thoughts on the game itself? Who do you think would be most interested in playing?
AB: I absolutely love it. I’m usually not a big fan of horror as a storytelling genre, but I consider this game system to be “hopeful horror.” There is always a potential for victory, even if it means a total party kill. There is always a sense of accomplishment and completion. Additionally, the simplicity of the mechanics will attract those who may feel intimidated by more complex game systems. People who enjoy the storytelling aspect of tabletop role-playing games will be thrilled with this one.

How does it feel to see the series unfold and witness the fan reaction?
AB: It’s been incredibly rewarding, and the fan response has been fantastic. People seem to be genuinely enjoying the series and all the characters. Most importantly, I hope they are inspired and excited to play the game themselves. The possibilities with this system are endless, and I can’t wait for it to be fully available.

What else can we expect from you for the rest of the year?
AB: If my shooting schedule for other projects permits, I plan to participate in a few events at San Diego Comic-Con. I’m also incredibly excited about two upcoming games. Stray Gods: The Roleplaying Musical launches on August 3rd. It’s the first game of its kind, a musical RPG where the player’s choices completely shape the songs they hear throughout the game. Not to mention, Laura Bailey leads the cast, and she’s phenomenal. Then, on October 3rd, The Lamplighters’ League will be released. It’s a fantastic and enjoyable game, and my character, Purnima, is described as a paradoxical “disarming cheerful sniper.” She’s a complex and wonderful character, and the entire game is intriguing. I can’t wait to share more about these projects!

 

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