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Marches
from http://arsludi.lamemage.com/
West Marches was a game I ran for a little over two years. It was designed to be pretty much
the diametric opposite of the normal weekly game:
1) THERE WAS NO REGULAR TIME: EVERY SESSION WAS SCHEDULED BY THE PLAYERS ON
THE FLY.
2) THERE WAS NO REGULAR PARTY: EACH GAME HAD DIFFERENT PLAYERS DRAWN FROM A
POOL OF AROUND 10-14 PEOPLE.
3) THERE WAS NO REGULAR PLOT: THE PLAYERS DECIDED WHERE TO GO AND WHAT TO DO.
IT WAS A SANDBOX GAME IN THE SENSE THATS NOW USED TO DESCRIBE VIDEO GAMES LIKE
GRAND THEFT AUTO, MINUS THE MISSIONS. THERE WAS NO MYSTERIOUS OLD MAN SENDING
THEM ON QUESTS. NO OVERARCHING PLOT, JUST AN OVERARCHING ENVIRONMENT.
My motivation in setting things up this way was to overcome player apathy and mindless plot
following by putting the players in charge of both scheduling and what they did in-game.
A secondary goal was to make the schedule adapt to the complex lives of adults. Ad hoc
scheduling and a flexible roster meant (ideally) people got to play when they could but didnt
hold up the game for everyone else if they couldnt. If you can play once a week, thats fine. If
you can only play once a month, thats fine too.
Letting the players decide where to go was also intended to nip DM procrastination (aka my
procrastination) in the bud. Normally a DM just puts off running a game until hes 100% ready
(which is sometimes never), but with this arrangement if some players wanted to raid the
Sunken Fort this weekend I had to hurry up and finish it. It was gaming on-demand, so the
players created deadlines for me.
rumored but their exact location is unknown (the Hall of Kings is said to be somewhere in Cradle
Wood) and others are completely unknown and only discovered by exploring (search the spiderinfested woods and you find the Spider Mound nest).
PCs get to explore anywhere they want, the only rule being that going back east is off-limits
there are no adventures in the civilized lands, just peaceful retirement.
The environment is dangerous. Very dangerous. Thats intentional, because as the great MUD
Nexus teaches us, danger unites. PCs have to work together or they are going to get creamed.
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. If they just strap on their swords
and charge everything they see they are going to be rolling up new characters. Players learn to
observe their environment and adapt when they find owlbear tracks in the woods they give
the area a wide berth (at least until they gain a few levels). When they stumble into the lair of a
terrifying hydra they retreat and round up a huge posse to hunt it down.
The PCs are weak but central: they are small fish in a dangerous world that they have to
explore with caution, but because they are the only adventurers they never play second fiddle.
Overshadowed by looming peaks and foreboding forests yes. Overshadowed by other
characters, no.
All other decisions are up to the players they fight it out among themselves, sometimes
literally.
taped on haphazardly whenever someone wandered off the edge or explored just a little bit
farther. Because the map was in a public place and any PC could get to it, I brought it to every
game session for the PCs to add to or edit and kept a reasonably up-to-date scanned copy on
the web for reference between games. In the end maybe half a dozen different players had put
their hand to it.
Was the table map accurate? Not really, but having a common reference point, a shared sense
of what they thought the region looked like kept everyone feeling like they were playing in the
same world.
An intentional side effect of both game summaries and the shared map was that they whetted
peoples appetite to play. When people heard about other players finding the Abbots study in a
hidden room of the ruined monastery, or saw on the map that someone else had explored
beyond Centaur Grove, it made them want to get out there and play too. Soon they were
scheduling their own game sessions. Like other aspects of West Marches it was a careful
allowance of competitiveness and even jealously to encourage more gaming.
It was also important to me as a GM that players share knowledge because otherwise I knew
that no one would put the pieces together. Remember how I said there was no plot? There
wasnt. But there was history and interconnected details. Tidbits found in one place could shed
light elsewhere. Instead of just being interesting detail, these clues lead to concrete discoveries
if you paid attention. If you deciphered the runes in the depths of the dwarven mines, you could
learn that the exiles established another hidden fortress in the valleys to the north. Now go look
for it. Or maybe youll learn how to get past the Black Door or figure out what a treasure beyond
bearing actually is. Put together the small clues hidden all across the map and you can uncover
the big scores, the secret bonus levels.
Running frequent on-demand games is a lot of work, but because the campaign was set in a
fixed region there were ways I could maximize the reusability of some material I prepared.
halls become the hunting ground for the fishy devils from the sea or maybe the whole place
is just empty. These evolving dungeons were a key feature of the West Marches.
Of course for that to work the sandbox had to be built with internal logic and consistency that the
players could decipher
Usually these pockets were either easy to find and well known or hard to find and completely
unknown. This kept players from just bumping into extreme danger with no warning they
either knew about the danger spot and could avoid it if they wanted, or didnt know about it and
would only find it with searching, in which case they knew they were unearthing something
unusual. If they were smart that would be enough to get them to proceed with caution.
Dungeon design was also a little different than normal. In a traditional game the adventurers
sweep through a dungeon and never look back, but as I covered in part 3 the ongoing
environment meant every dungeon was a permanent feature. Dungeons generally had the
same or near EL as the region they were in (for all the obvious reasons), but to make things
interesting I designed many of the dungeons with treasure rooms that were harder than the
standard EL, well hidden, or just plain impossible to crack. So even when a party could slog
through and slaughter everything they met, there was a spot or two they couldnt clear, whether
it was the fearsome Black Door, the ghoul-infested crypts of the ruined monastery, or the
perilous Hall of Swords. They usually had to give up and make a strong mental note to come
back later when they were higher level.
Lots of times they _never_ came back. They really wanted to, they talked about it all the time,
but they never got around to it because they were busy exploring new territory. Rather than
being frustrating each new incomplete seemed to make players even more interested in the
game world.
Was there actually good treasure in the treasure rooms? Yes, really good treasure. Every time
the players cracked one it just made them more certain that all those other sealed or wellguarded rooms they couldnt beat were chock full of goodness.
Postscript
In Gamist-Narrativist-Simulationist (GNS) terms, West Marches was gamist (make bad
decisions and you die, roll bad and you die) and heavily simulationist (if youre in the woods in
winter and you have no food youre in trouble).
An interesting side effect was that West Marches put me (the GM) in a more neutral position. I
wasnt playing any scheming NPCs or clever plots, so I wasnt portraying intelligent opposition
and didnt have any ulterior motives. The environment was already set, so instead of making up
challenges that matched the party I just dutifully reported what they found wherever they went.
When I rolled I would freely tell the players what bonuses or target numbers they were up
against, so the players looked at the dice to see the result, not me.
In many of the West Marches games it really felt like the PCs versus the world with me as an
impartial observer. The players didnt see my hand just the game world, which is about the
most any GM can hope for.
BIG KUDOS TO MIKE, GAVIN, KAREN, CHRIS, DAN, PING, SETH, JEM, JEN, ROB, RUSSELL,
PAUL, TREY, ZACH, ROY, TOMMY, MIKE M, CHARISSA, JOHN, AND PAUL G. I KEPT TRYING TO
KILL THEM AND THEY KEPT COMING BACK. WHAT MORE CAN YOU ASK FOR IN PLAYERS?
* ONE OF KARENS BEST LINES, BACK IN THE FIRST DAYS IN THE KOBOLD CAVES.
Building It
make town safe and the wilds wild Having the town be physically secure (walled or in some
cases protected by natural features like rivers or mountains) is very useful for making a sharp
town = safe / wilderness = danger distinction. Draconian law enforcement inside town, coupled
with zero enforcement in the wilds outside town, also helps. Once you are outside the town you
are on your own.
keep NPC adventurers rare Or even better non-existent. Its up to the players to explore the
wilderness, not NPCs. As soon as you have NPCs going on adventures of their own you move
the focus away from player-initiated action. NPC adventurers also makes it harder to explain
why interesting things werent already discovered players love being the first to find the
Horned Tower or the Abbots Study. Keep this in mind when you devise the background for your
region. Is it a newly opened frontier? Or is adventuring just something no one in their right mind
does in this world (the West Marches premise)?
build dungeons with treasure rooms, locked rooms, pockets of danger A solid party may be
able to wipe out the primary critters in a dungeon, but there should always be spots that are a
lot harder to clear. On those rare occasions when a group _does_ manage to clear a dungeon
or crack a treasure room, they will stand on the tables in the tavern and cheer, not in some small
part to brag to the other players who werent on that sortie.
Running It
appear passive The world may be active, but you the GM should appear to be passive.
Youre not killing the party, the dire wolf is. Its not you, its the world. Encourage the players to
take action, but leave the choices up to them. Rolling dice in the open helps a lot. The sandbox
game really demands that you remain neutral about what the players do. Its their decisions that
will get them killed or grant them fame and victory, not yours. Thats the whole idea.
provide an easy lead to get new players started Once players are out exploring, each new
discovery motivates them to search more, but how do you get them started? Every time I
introduced a batch of new players I gave them a very basic treasure map that vaguely pointed
to somewhere in the West Marches and then let them go look for it. Whether it was the dwarven
treasure beyond bearing or the gold buried beneath the Red Willow, a no-brainer go look for
treasure here clue gets the players out of town and looking around. Of course once the players
are in the wilds, they may find that getting to that treasure is much harder than it looks.
the adventure is in the wilderness, not the town As per the discussion of NPCs above, be
careful not to change the focus to urban adventure instead of exploration. You can have as
many NPCs as you want in town, but remember its not about them. Once players start talking
to town NPCs, they will have a perverse desire to stay in town and look for adventure there.
Town game was a dirty word in West Marches. Town is not a source of info. You find things by
exploring, not sitting in town someone who explores should know more about what is out
there than someone in town.
let the players take over Dont write game summaries, dont clean up the shared map. You
want the players to do all those things. If you do it, youll just train them not to.
competition is what its all about Fair rewards, scarcity, bragging rights these are the things
that push the game higher. You could have a solo West Marches game with just one group
doing all the exploring, and it would probably be a fun and pleasant affair, but its _nothing_
compared to the frenzy youll see when players know other players are out there finding secrets
and taking treasure that _they_ could be getting, if only they got their butts out of the tavern.
(Hmm, is this why I get a kick out of running Agon? Its true, Im a cruel GM.)
require scheduling on the mailing list It doesnt matter whether a bunch of players agreed to
go on an adventure when they were out bowling, they have to announce it on the mailing list or
web forum (whichever youre using for your scheduling). This prevents the game from
splintering into multiple separate games. If you notice cliques forming you can make a rule
requiring parties to mix after two adventures. Conversely if you notice players being dropped
from follow-up sorties too often just because some people cant wait to play, you can require
parties to stay together for two adventures. That forces a little more long time strategy in party
selection, less greedy opportunism. Season to taste.
fear the social monster This is the big, big grand-daddy or all warnings: even more so than
many games, West Marches is a social beast. In normal games players have an established
place in the group. They know they are supposed to show up every Tuesday to play they
dont have to think about that or worry about whether they belong in the group. On the other
hand West Marches is a swirling vortex of ambition and insecurity. How come no one replied
when I tried to get a group together last week? Why didnt anybody invite me to raid the ogre
cave? And so on and so on ad infinitum. The thrilling success or catastrophic failure of your
West Marches game will largely hinge on the confidence or insecurity of your player pool.
Buckle up.
Running your own West Marches game? Post a link in the comments so everyone can take a
look and grow green with envy. Ive got some links I need to post but if you hurry you can beat
me to it.
pounce on the shaman lurking in the back? (answer: yes, with clever manuevering he could
avoid all but one attack-of-opportunity) Could a totally underpowered rogue anchor the line and
prevent the bugbears from wrapping around and flanking the heavy fighters by just dodging like
crazy instead of attacking? (answer: yes. By holding her ground in a fight that was out of her
league she averted a total party kill at Zirak-zil) Could a staggered retreat get everyone out of
the Hydra Cave in one piece? (answer: no. Really, really no)
Im not talking about telling other players what to do (coaching sucks), Im talking about
analyzing the rules and the options after a player has declared a plan they want to try, but arent
sure how it will play out mechanically. Someone would say hmm, could I get to the shaman
without getting clobbered by attacks-of-opportunity? and invite the tactical huddle. These
discussions levelled the playing field as far as rules knowledge went. Someone could be totally
new to D&D but make reasonable decisions because if there were rules consequences they did
not foresee everyone else could (politely) help them understand the odds. Again: informing, not
coaching. Characters getting wiped out from making poor decisions was completely legit, but
getting wiped out because you misunderstood the rules was not the danger I was trying to
promote.
And when I say I would be chatting and trying to figure it out just like everyone else, I mean I
really was. Once the combat was under way and the situation was pretty well understood, I
often didnt have any secrets. When a creature attacked, I would happily tell players exactly
what its attack bonus was and roll the dice in the open. When a PC attacked, I told them the
armor class they were trying to hit. I didnt tell them actual hit points but I was pretty clear about
how wounded something was. Most creatures in West Marches didnt have weird or surprising
abilities. You could generally look at the battle map and see what was up, so I could chat and
analyze possible moves just like the other players did.
Being open about basic stats reinforced the idea that the dangers came from the monsters on
the table, not from me. Player decisions and the forces in the world mattered, not my whims.
When attacks were made, the players looked at the dice, not me. I could root for the players and
even help them understand how the rules worked in their favor and it didnt hurt the tension of
the game even slightly. The combat rules of 3rd Edition D&D made that possible.