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General Tabletop Discussion
*Dungeons & Dragons
Worldbuilding considerations for a West Marches sandbox
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<blockquote data-quote="WinkyDinkus" data-source="post: 8377405" data-attributes="member: 7032053"><p>I recently started a West Marches game and I intentionally added starting rumors to the board that were so far out it wouldn't be feasible to go to them anytime soon. The goal of their west marches is to reestablish a foothold for an empire, so they are trying to amass wealth to build holdings in the wild after pacifying it. This basically makes it so when they settle down and make fresh level 1 characters, they'll have a launchpad to go further and further out, while their old characters get to do really high level activity and domain play(not sure this would work for every table, my players liked it when we did it awhile back though so I figured I could bring it back.) </p><p></p><p>It's also possible to help travel by using things like portals at the end of dungeons or hidden away in ruins to facilitate travel long distances, so players only have to travel a couple days to reach the portals and be sent further up to speed travel long distance. I'm sure there is other ways to facilitate long travel in short spans of time but thats just what I could come up with while planning our game.</p><p></p><p>The biggest problem we've had running it now for around 5 sessions is keeping an appearance of a formerly lived in world alive to the players with every location. It becomes hard to believe after the 3rd or so guard tower looted that any group of people would need this much defense in the middle of nowhere, so keeping locations interesting and also believable has been pretty hard. Recently, I started inserting some unique one page dungeons into hexs where i wanted something, and since the creation process was already done, it let me take the time to consider why it was even there in the first place more seriously. It goes a long way when the players reach an old mansion and can immediately recognize the name as belonging to the bandit king's old long disgraced family or something along those lines.</p></blockquote><p></p>
[QUOTE="WinkyDinkus, post: 8377405, member: 7032053"] I recently started a West Marches game and I intentionally added starting rumors to the board that were so far out it wouldn't be feasible to go to them anytime soon. The goal of their west marches is to reestablish a foothold for an empire, so they are trying to amass wealth to build holdings in the wild after pacifying it. This basically makes it so when they settle down and make fresh level 1 characters, they'll have a launchpad to go further and further out, while their old characters get to do really high level activity and domain play(not sure this would work for every table, my players liked it when we did it awhile back though so I figured I could bring it back.) It's also possible to help travel by using things like portals at the end of dungeons or hidden away in ruins to facilitate travel long distances, so players only have to travel a couple days to reach the portals and be sent further up to speed travel long distance. I'm sure there is other ways to facilitate long travel in short spans of time but thats just what I could come up with while planning our game. The biggest problem we've had running it now for around 5 sessions is keeping an appearance of a formerly lived in world alive to the players with every location. It becomes hard to believe after the 3rd or so guard tower looted that any group of people would need this much defense in the middle of nowhere, so keeping locations interesting and also believable has been pretty hard. Recently, I started inserting some unique one page dungeons into hexs where i wanted something, and since the creation process was already done, it let me take the time to consider why it was even there in the first place more seriously. It goes a long way when the players reach an old mansion and can immediately recognize the name as belonging to the bandit king's old long disgraced family or something along those lines. [/QUOTE]
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