A West Marches campaign is a popular adaptation of classic TTRPGs, easily transported to D&D. It functions differently than the classic adventuring party style of D&D for a number of reasons. Here are some important distinctions:
- Player characters begin every session in a place of safety (The Severed Bastion) and venture into dangerous lands of their own volition in order to seek adventure, treasure or other rewards.
- There is no regular time: every session is scheduled by the players and DMs and is flexible.
- There is no regular party: each session may have different players depending on availability.
- There is no conventional plot: The players decide where to go, what to do, and how to do it. It is a sandbox game in the truest sense and player agency is a big focus. There is no chosen one, there is no prophecy, and there is no overarching plot you are guided along, just an overarching environment that the players can interact with freely. We provide a world and the players get to explore it their own way on their own time.
We have chosen a West Marches game to fulfill two different but equally intriguing design goals:
First, the game could be driven by player agency in exploration above all else. Scratching the itch for freedom, and mitigating engagement issues in conventional games.
Second, the game could be played by adults with conflicting schedules by removing the need for everyone to agree on a set game night.
All of the adventures are run in voice through TaleSpire, but we are also providing optional text RP as way to facilitate a deeper engagement with the world and most importantly, the other players. See the discord server for more in depth rules on game mechanics.