You will also be entered to win our weekly RPG PhatLoot Giveaways!Įvery game session begins and ends at the same town or fortress. Sign Up for our newsletter to get a FREE copy of our best-selling D&D Supplement: Challenge Accepted. They are rarely overshadowed by other adventurers. The characters are small fish in a dangerous ocean that they have to explore with caution, but because adventurers are few and far between they take center stage. When they stumble into the lair of a terrifying black dragon they retreat and round up a huge posse to hunt it down. The PCs must learn to observe their environment and adapt - when they find T-rex tracks they may want to avoid the area until they are a bit stronger. They also have to think and pick their battles - since they can go anywhere, there is nothing stopping them from strolling into areas that will wipe them out. PCs have to work together or they are going to die. That’s intentional because great stories teach us, danger unites. Some are known landmarks, some are rumored but their exact location is unknown and others are completely unknown and only discovered by exploring. There are dungeons, ruins, and caves all over the place, some big and many small. The landscape is broken up into a variety of regions (Frog Marshes, Cradle Wood, Pike Hollow, etc.) each with its own particular tone, ecology, and hazards. Between sorties into the wilds, PCs rest up, trade info, and plan their next foray in a tavern or inn." Adventuring is not a common or safe profession, so the player characters are the only ones interested in risking their lives in the wilderness in hopes of making a fortune (NPCs adventurers are few and far between). All the PCs are would-be adventurers based in this town. There’s a convenient fortified town that marked the farthest outpost of civilization and law, but beyond that is sketchy wilderness. "The first game was set in a frontier region on the edge of civilization (the eponymous West Marches). No overarching plot, just an overarching environment. There was no mysterious old man sending them on quests. It was a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto, minus the missions. There was no regular plot: The players decided where to go and what to do. There was no regular party: each game had different players drawn from a pool of around 10-14 people. There was no regular time: every session was scheduled by the players on the fly. West Marches was designed to be pretty much the diametric opposite of the normal weekly game: Join us live on youtube 9/26/21 Eastern! What is a West Marches Dungeons & Dragons game?įor this episode we delve into a fantastic article written by Ars Ludi the Grand Experiment:
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