What is a West Marches game?

My campaign that starts next week is an East Marches (an inverted Westie).

The danger mostly comes to the players. That makes it a bit of Tower Defense meets West Marches, as I can run it with a single player or the group, dialing the dangers based on who is present, but not changing the narratives.
It's also highly randomized. I have an 80-grid encounter table with a mix of social, exploration (yes, even without leaving their homesteads) and combat.
 

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My campaign that starts next week is an East Marches (an inverted Westie).

The danger mostly comes to the players. That makes it a bit of Tower Defense meets West Marches, as I can run it with a single player or the group, dialing the dangers based on who is present, but not changing the narratives.
It's also highly randomized. I have an 80-grid encounter table with a mix of social, exploration (yes, even without leaving their homesteads) and combat.
I would love to hear more about this.
 

My campaign that starts next week is an East Marches (an inverted Westie).

The danger mostly comes to the players. That makes it a bit of Tower Defense meets West Marches, as I can run it with a single player or the group, dialing the dangers based on who is present, but not changing the narratives.
It's also highly randomized. I have an 80-grid encounter table with a mix of social, exploration (yes, even without leaving their homesteads) and combat.
These seems like a good foundation of how to make a superhero "west marches" since superheroes tend to be more reactive.

Of course, the ultimate would be a gamecwhere there are villain and hero players all in the same player driven open world.
 


These seems like a good foundation of how to make a superhero "west marches" since superheroes tend to be more reactive.
It's much more grounded.
They're defending their families from invading elementals and others in a land where there are fire tornadoes, fast glacier surges, steam pits, etc.

But everyone is starting as a simple 2024 baseline character with allowances for main branches of the 5e ecosystem as well.

The characters will be responsible for managing basic defense and disaster prep. When the player isn't present some actions may happen to their homestead.
 

It's much more grounded.
They're defending their families from invading elementals and others in a land where there are fire tornadoes, fast glacier surges, steam pits, etc.

But everyone is starting as a simple 2024 baseline character with allowances for main branches of the 5e ecosystem as well.

The characters will be responsible for managing basic defense and disaster prep. When the player isn't present some actions may happen to their homestead.
I meant the setup, not the power level.
 

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The news that Critical Role's fourth season will be a West Marches style game is introducing a lot of gamers and critters to the term for the first time.

The name "West Marches" comes from a campaign run by @Ben Robbins, the creator of Microscope and other RPGs.

Robbins was trying to solve one of the biggest problems in RPGs: defeating the scheduling monster. Instead of coming up with an adventure and a time he could play, only to run into scheduling issue after scheduling issue among his players, Robbins made it their responsibility. He put the players in charge of who would show up, what day, and what they wanted to do in the campaign world, giving him enough advance warning so he could do the necessary prep. Sometimes, it would be a stable group of player characters, but more often, players and characters would change between sessions, moving in and out of groups.

To make this all work, he created an exploration-centered campaign, a sandbox where the player characters had a single stable base of operations in a wilderness (a keep on the borderlands, one might say) and players followed clues or just headed off to explore blank hexes on the map, as suited them. The player characters updated a map back at their home base, sharing clues and information, which helped shape what they wanted to pursue next (and helped Robbins flesh out the world).

Now, Critical Role will have a regular schedule of games and players, so DM Brennan Lee Mulligan won't be having to worry about that, but the new world of Aramán is largely unexplored and will only get fleshed out (to anyone other than Mulligan) based on what the three groups of player characters (which Mulligan and Matt Mercer have said they expect to be pretty fluid groups, as is typical in West Marches games) do in play.

If all of this sounds a lot like old school D&D, it is, although it has a more formal structure and some more thought to how the campaign would work, rather than the ad hoc way the earliest D&D campaigns typically ran. It's also a popular way to play Traveler and many other RPGs.

You can play a West Marches game with a randomly generated hex map, on a map where the real details are only known to the DM, or something in between.

For more information on West Marches, see Robbins' original article and these other links:






Honestly tho, the usual way people use “West Marches” now isn’t anything mystical or super complicated - it’s just a super open sandbox where the players call most of the shots. It started with Ben Robbins’ original idea where there’s no set group schedule, no fixed party every week, and no linear plot driving the game - players decide where to go and when, and the GM reacts to that, rather than leading everyone by the nose.
 

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