A West Marches campaign can be quite demanding, particularly when managed by only one Game Master. However, it offers an opportunity for meticulous campaign design, showcasing the core aspects of tabletop role-playing games (TTRPG). In a forthcoming adventure, Critical Role’s Campaign 4, an expansive player group will be divided into three units, each embarking on separate journeys across a fresh landscape. As they introduce this novel campaign style, Game Master Brennan Lee Mulligan noted that the multitude of groups and shared setting evoke the West Marches approach to campaign management.
What Is the West Marches Campaign Style?
Originally presented through a blog post by Ben Robbins in 2007, the West Marches campaign approach centered around an open-ended sandbox setting where various players could freely explore. In this style, sessions were structured with players deciding their destinations and companions for each play session. The chosen location often stemmed from seeds planted during previous sessions, and each session was designed to stand alone, implying that plot ideas introduced in a particular session would be further developed later on.
How Critical Role Is Adapting the West Marches Campaign Style
It seems that Critical Role isn’t following a traditional West Marches approach in their campaign. Instead, Matt Mercer (Mulligan) is rotating through three distinct groups of players, each with its own unique style of gameplay. The groups are divided into combat-focused, exploration-focused, and intrigue-style playgroups. Each group will have a storyline that connects to the overall plot, but they’ll all play in different ways.
The mere reference to the West Marches style of tabletop role-playing games (TTRPG) has sparked renewed enthusiasm. This particular approach is more accessible now due to platforms like Discord and the increased prevalence of online gaming. During the pandemic, I oversaw an 18-player campaign that incorporated key elements of West Marches, while still maintaining established groups and a developing narrative. Managing such a large group was tough, but it turned out to be the most gratifying Dungeons & Dragons campaign I’ve ever led.
How to Run a Successful West Marches Campaign
To effectively manage a West Marches campaign, it’s crucial to have the players on board with the concept. This style of play is based on some shared assumptions. For instance, all sessions begin at the same base location for every player. Prior to starting a session, players know their intended destination and stick to it without deviating from the plan. As long as everyone understands the do’s and don’ts during gameplay, managing these sessions becomes simpler. When players grasp the flow of each session, they can more quickly immerse themselves in the heart of the story or action.
In simpler terms, this buy-in involves the players deciding on their actions and destinations for the campaign beyond just one session. A West Marches campaign works best when players decide these details ahead of time, giving the Game Master (GM) sufficient notice to prepare. This decision-making shouldn’t occur at the start of a session but rather be discussed beforehand, with deadlines or end-of-session time slots set aside for it. This ensures that the GM has ample time to organize the next session effectively.
In other words, a game doesn’t need to forgo roleplay, relationships among players, or other key aspects. It also doesn’t require abandoning spontaneous moments. During my West Marches games, I often incorporated social gatherings around the campfire, fostering camaraderie and inter-party bonds. Moreover, I managed many D&D administrative tasks like purchasing equipment or character modifications outside of game sessions. This allowed for ongoing communication, typically through Slack or Discord, keeping the game’s flow uninterrupted.
West Marches and Exploration with a Hexgrid Map
One significant aspect of the West Marches approach involves exploration, often represented by a hexagonal grid map. In essence, each hex usually hides one significant location to investigate or mystery to uncover. Some of these locations serve as keys to unlocking further mysteries. For example, a goblin camp could hold the key to a treasure vault filled with its own set of challenges. Alternatively, a statue representing a long-lost civilization might provide directions to a larger ruin elsewhere. Not all hexes need to contain a location; instead, rumors about dragons, liches, or even intriguing NPCs like a neutral vampire could entice players towards specific hexes.
Instead of just sowing each hex individually, they should also be unveiled as gameplay progresses. During your players’ journey to a particular destination, I would subtly suggest hexes they were traversing. To maintain structure and convenience, I maintained a continually updated list of discovered locations and potential plot hooks that the players could utilize when mapping out their gaming sessions.
Session Planning 101
In designing the structure of each gaming session, I aimed for an equal mix of straightforwardness and mystery, ensuring each session was self-contained yet engaging. The West Marches approach suggests standalone play sessions, which led me to favor the five-room dungeon layout when constructing ruins or focusing on a singular combat encounter as the central event. Rest periods, whether short or long, didn’t play a significant role in my game design. However, this setup introduced an interesting aspect to battles, as players had to strategize when to employ specific skills, knowing they might not have access to them for the remainder of their gaming session.
In my West Marches adventure, it’s not just about exploring a static landscape or uncovering hidden treasures; it’s about creating a dynamic world that adapts to the actions of the players. The ruins and dungeons remain constant, but the emergence and growth of villains throughout the campaign adds an element of progression. Each villain presents a recurring challenge, building up to a climactic showdown often requiring the cooperation of several parties to conquer. This structure gives our play sessions a sense of ongoing narrative, like seasons in a TV series where each villain serves as a main antagonist until ultimately being defeated.
As a devotee of tabletop role-playing games (TTRPGs), let me share my enthusiasm for the West Marches style of campaign. Unlike your typical Dungeons & Dragons (D&D) adventure, a West Marches campaign demands meticulous organization and strategic planning – it’s like conducting a grand orchestra rather than a simple chamber music piece.
What makes this approach truly captivating is its ability to accommodate a multitude of players, even when they can’t gather together on a weekly basis. Picture it as a thriving city bustling with life and characters, waiting for the right adventurer to step in and claim their story.
If given the chance, jumping into a West Marches campaign is an opportunity not to be missed. It offers an exceptional experience that takes you back to the roots of TTRPGs. With its focus on mystery, exploration, and adventure, it’s like unearthing ancient secrets hidden deep within the wilderness. So, if you’re yearning for a thrilling old-school TTRPG journey, consider giving West Marches a try – I promise, it’s an adventure worth taking!
Read More
- Gold Rate Forecast
- Persona 5: The Phantom X – The best Revelation Cards for each character
- fuboTV Stock Soars: A Value Investor’s Diary
- Should You Buy Tesla Stock Before July 23?
- Invincible Renewed for Season 5 Before Season 4 Even Drops
- Jeremy Renner Returns in Mayor of Kingstown Season Four on Paramount+ October 26
- QNT PREDICTION. QNT cryptocurrency
- Why Unity Software Stock Keeps Going Up
- XRP: A Lingering Question
- AMD’s Rise: A Fleeting Mirage?
2025-09-09 00:03