What is a West Marches game?

I expect you hand-wave the trip back to the haven.
I used to run a megadungeon (Monte Cook's Dragon's Delve) at the local game store and this is what I did at the end of the session (which was also store closing time). Over time, the group stabilized and it was almost always the same players, so I shifted that handwavium to the start of the session only if the group was significantly different.
 

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Right, but that only works with one GM running multiple groups. I was more wondering how to do it with multiple GMs running their own groups in a shared world.
You could probably do it, but it would require that all the GMs are synced with what happened in other groups and the timelines aren't exactly the same (having two groups in the same dungeon at the exact same time (world time that is)) as that would introduce issues.

Would probably require some type of project planning software, so you could get some good timeline views of what's going on.
 

Ever since I've heard of the idea, I've been fascinated by it. How it the "one-shot" nature enforced? Does it never happen that real-life time runs out and the PCs are still in the "dungeon" or still in the wilderness?
Generally speaking, you don't end in the dungeon or wilderness, you end the session when you get back to town. If that means ending the session a little earlier or later than normal, oh well, but its up to the players to manage their time.

There's also plenty of house-rules for things like this, like you lose a certain amount of gold, lose items or even just die (extreme, but definitely forces players back to town!) You can of course just hand-waive it and say "Time to end, you all go back to town." I think some OSR games that attempt to recreate Old-School D&D have rules like these.

Its also worth noting that the idea of a West-Marches is usually focused on a smaller region, with a hub city or town, where players always return to that same town. The sort of globe-trotting narrative D&D experience isn't super compatible with a West Marches game. When Brennan and CR use the term "West Marches" I think they might be using it a bit more loosely, synonymous with "Open-Table." After all, narrative globe-trotting is CR's bread and butter. I'm curious to see exactly how C4's "West-Marches" looks.
 

Ever since I've heard of the idea, I've been fascinated by it. How it the "one-shot" nature enforced? Does it never happen that real-life time runs out and the PCs are still in the "dungeon" or still in the wilderness?
It depends on the table.

5 Torches Deep apparently has a return safely to town roll that, on a 1-in-6, everyone ends up back home just fine. Otherwise, people lose something on the trek back, like some of that hard won treasure. I think a system like that is pretty fair, to encourage players to keep an eye on the clock, since spending the downtime in a dungeon is not ideal in most systems.

 

I have always wanted to find a way to pull off a Massive Multiplayer Tabletop RPG Campaign, where different groups explored the same map and had real impacts on it. The hardest part, I think, would be getting everyone on the same in-world time schedule.
The Pirate Borg Discord server did something like this last year, with multiple groups of pirates forming up and playing over the course of several months, and all of their actions affecting the map of the Dark Caribbean for everyone.

Obviously, you need to get a lot of committed DMs involved, but it's definitely doable.
 

Right, but that only works with one GM running multiple groups. I was more wondering how to do it with multiple GMs running their own groups in a shared world.
A wiki, especially ones with different access levels, so that DM knowledge could be kept away from players, would probably help. I believe there are several such tools on the market already. And one could just use Google Docs for the same purpose.
 

Recent Fear of a Black Dragon podcast was focused on a West Marches campaign one of the hosts was running. Good stuff in there, he has done some interesting drifts from the original Robbin's method.


The key to West Marches for me would be to go as minimal prep as possible. Let the players maintain all the lore. All I would do is adjudicate, create things from tables, and bring the dungeon. (would require a game with robust tables - Freebooters on the Frontier perhaps)
 

Ever since I've heard of the idea, I've been fascinated by it. How it the "one-shot" nature enforced? Does it never happen that real-life time runs out and the PCs are still in the "dungeon" or still in the wilderness?
It can be an issue. Folks have mentioned three of the top ways to handle it:

1. Just force the players to manage their time well, and/or extend the session until they make it back. This is how I often did it when I was running a game like this online during the pandemic. We were playing online, and usually weren't playing on a work night, so we could run late if we weren't done yet.
2. Handwave it.
3. Implement a table to roll on with possible risks and consequences to abstract it. The first of these I remember seeing was on Jeff Rients' blog in 2008.

I have always wanted to find a way to pull off a Massive Multiplayer Tabletop RPG Campaign, where different groups explored the same map and had real impacts on it. The hardest part, I think, would be getting everyone on the same in-world time schedule.
I did this. Part of the original concept was that players had to schedule their sessions with the DM, so it was on THEM to organize expeditions (this also necessitates the DM having a pretty flexible schedule).

When I ran my open table/West Marches game I invited a couple of dozen folks, had a few try it out and then drop out, and had a smaller sub-set become regulars. They wound up shaking out into two groups who routinely played with the same folks (with a couple of rare crossovers), one of which usually played Friday nights, and the other usually Saturday nights. Having that regular appointment/time slot turned out easier for people in practice.

Believe that was what Gygax did. Believe he said that you needed to keep copious notes on times of each groups, so you could weave it all together (not sure where I read that though, may have been in Dragon).

It’s in the AD&D DMG. It’s where the idea of time passing at real-world speed between sessions comes from. And this is exactly why. To make keeping track of things that much easier. Group A played last Tuesday and cleared this dungeon to room 114. Group B plays tonight and is hitting the same dungeon.
Yeah, I mostly had the same real-world and in-game week pass between sessions and abstracted the time differential a little for the two groups playing on successive real-world nights. If the Friday night group, say, didn't complete their session within a single game day, I would usually just fudge time a little and still rule that they were back at home base by the time the Saturday night group set out. But they did spend a lot of time in the same big dungeon, cross paths and race each other to treasures. At least a couple of times a group would press their luck after a nasty fight, looking for a hidden treasure so as to avoid letting it fall into the other group's hands. Sometimes they would leave taunting or misleading messages written on the dungeon walls, try to hide clues, or plant false rumors in town.

At times the two groups would be adventuring in totally unrelated areas and dungeons, however, and eventually I let them pause and pick up where they were on longer adventures, when it seemed unlikely that they could affect or be affected by the other group. And once one group stopped playing, the remaining group basically turned into a regular scheduled game for another year or so of real world time.

The Pirate Borg Discord server did something like this last year, with multiple groups of pirates forming up and playing over the course of several months, and all of their actions affecting the map of the Dark Caribbean for everyone.

Obviously, you need to get a lot of committed DMs involved, but it's definitely doable.
I also played in a West Marches (converted to Shared World) OSR Discord server during the height of the pandemic with several DMs running in the same setting. It was a fun time, and characters could cross over.
 
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I did this. Part of the original concept was that players had to schedule their sessions with the DM, so it was on THEM to organize expeditions (this also necessitates the DM having a pretty flexible schedule).

When I ran my open table/West Marches game I invited a couple of dozen folks, had a few try it out and then drop out, and had a smaller sub-set become regulars. They wound up shaking out into two groups who routinely played with the same folks (with a couple of rare crossovers), one of which usually played Friday nights, and the other usually Saturday nights. Having that regular appointment/time slot turned out easier for people in practice.
For clarity, I meant multiple GMs, not just one GM running multiple groups.
 

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