Lessons from West Marches - A guide to improving West Marches play, with 600+ games experience
# ---Introduction---
West Marches is a sandbox style of D&D campaign, created by Ben Robbins and popularized by Matt Colville, designed to facilitate player agency and reduce ‘mindless plot following’ by putting a large group of players (10+) in charge of where they go, what they do, and when they play. I've spent two years playing and/or moderating three different online West Marches campaigns, which matches the amount of time Robbins himself played his original campaign. Our community, /r/West_Marches/, actually got called out by Colville in [Running the Game #50](
https://www.youtube.com/watch?v=-BZAjzUBYmU). We’ve fluctuated in size between 4 DMs / 25 Players and 10 DMs / 70 players over the years. (We aren't accepting new players right now.)
We’ve learned a tremendous amount about West Marches design since the early days, and I'm here to share it. This started as a reply to /u/Zentharius recent request for [West Marches advice](
https://www.reddit.com/r/DMAcademy/comm ... _campaign/) but grew wildly out of control so quickly that I thought it deserved its own dedicated post.
Before you read any further, please go read [all seven of Ben Robbins’ West Marches articles](
http://arsludi.lamemage.com/index.php/7 ... t-marches/) and watch [Colville’s description of the game](
https://www.youtube.com/watch?v=oGAC-gBoX9k&) if you haven’t already. I won’t comment on every piece of West Marches design, so please assume that any topic I omitted went swimmingly (ex, Robins’ “Sharing Info” article perfectly mapped to my experiences, and was a great part of West Marches play).
I’m going to be referring to the three games I’ve been involved in as “1.0”, “2.0”, and “Project Red (PR)”. 1.0 is the first year-long campaign we ran, 2.0 was the second year-long campaign (that’s just now winding down) specifically designed to solve the issues of 1.0, and Project Red is a recently started (<20 games) splinter campaign composed of many players from the same community who’d become disillusioned with 2.0.
# ---NARRATIVE DESIGN---
Remember that the story of any game of D&D is going to be about your players and not your setting. Your world is a means to an end – a kickass Saturday night – and every bit of design and worldbuilding that doesn’t facilitate the hilarity, tension, and drama of D&D is a waste of everyone’s time. There is no rule, no piece of advice, more important than knowing your audience and catering to them. If you’re sitting at the table and nobody’s having fun – improvise, narratively or mechanically.
## Plot Complexity, Avoiding One Shots
Our community’s biggest complaint with 1.0 was that it felt like a series of one-shots. The game was deeply collaborative, with dozens of DMs leaving their own mark, but also deeply disjointed. It didn’t feel like anything we were doing was particularly important, most characters didn’t really have any sort of narrative arc, the zones felt like their own isolated worlds instead of parts of one cohesive world (think the difference between levels in Super Mario 64 and the levels in Bloodborne).
Ironically, 2.0 ended up swinging too far in the other direction, with so much world lore that one player really couldn’t remember or communicate it all, which impeded player collaboration and led groups to focus on particular zones instead of branching out and exploring.
Takeaway being – have lore, create a world with secrets and overarching player goals, but keep it light. Drop hints, puzzle pieces all over the map, but not lore dumps. Allow the players to slowly assemble the pieces of the story themselves through play – environmental storytelling is more important here than ever.
## Starting Missions
Whether or not you give opening ‘quests’ is a matter of taste. 1.0 had a ‘rumor’ system whereby new characters got very short cryptic descriptions that consistently lead to quests whenever you created a new character, and 2.0 had ‘bounty boards’ which were slightly more open ended – the company behind our expedition would offer GP rewards for discovering ‘points of interest’, securing resource stockpiles, killing specific monsters, ferrying supplies to other villages, etc.
Most preferred 2.0’s system because it allowed rewards to be tied to more freeform activities, and as you increase in level the gold - and therefore the quests themselves - faded into irrelevancy. It did leave new characters with less initial direction compared to 1.0, and gave established characters less reason to interact with newbies. (In 1.0, your quest wasn’t guaranteed to be level-appropriate – newbies would wander into town with incredibly important information without realizing it).
PR, instead, opened by having each DM run ‘scene setting’ games that were more conventionally scripted. Each was designed to introduce you to the various settings (islands, in this case) efficiently and dramatically, without relying on players randomly stumbling into whatever features you wanted them to care about – like pilot episodes for zones. In 2.0, we’d sometimes find keys long, long before finding their locks – so much so that players would forget they had the keys, and DMs would have to improvise instead of letting their prepped content lie barren for months.
## Addendum: DM-made missions
Don’t be afraid to create your own game topics and pick the players yourself in dramatic, emergency situations. Ex, “Jeremy accidentally unleased an elder evil, and it’s barreling toward town.” Though these obviously need to be rare, remember that DMs are in this for the fun too. If you’ve got some kickass linear mission idea that you’re itching to run but doesn’t really gel with the West Marches format, go for it. But remember to be self-aware – if the itch to run these conventional types of games are coming frequently, you might not enjoy West Marches DMing in the first place.
## Backstories
You’ve got to work harder than usual to incorporate your PCs into the world. Because each West Marches setting exists on an unexplored frontier, the vast majority of game time is going to be spent in places your characters have no prior attachment to. While it’s fine to ask your players to take the initiative and buy into your content, in my experience it’s easy for PCs to feel like strangers in their own game. We allowed backstories to be as lavish as any player wished, but by virtue of the setting (and the sheer number of players in our game) character history almost never came up in gameplay. As a player, that was consistently disappointing.
PR has made a conscious effort to make worldbuilding more player collaborative, and so far it’s worked out well. Connect initial rumors to backstory, set ground rules for tone, and keep that backstory more relevant as the game progresses. Ask your players what their character goals are, and set up opportunities to meet them. If the character you worked to tie in dies, that only expands the tragic impact of death. Care about their stories, and it’ll be all the easier for them to care about yours.
# ---Gameplay---
## Lethality
West Marches is commonly associated with emulating old school play, and that brings with it an association to gritty games with a high death count. One of the first questions I frequently get asked when talking about my West Marches experience is “how lethal is your game?”. That question has come to annoy me, because it misunderstands the shift from DM to Player agency West Marches is trying to achieve.
In a properly designed West Marches game, the DM should not know the likelihood of player death at the beginning of each session. If the result of the proposed session is a foregone conclusion at its outset, whether in or against their favor, then the content you’ve prepped isn’t diverse enough, or your threat signaling is poor.
Your PCs should always have the option to go somewhere relatively safe, very unsafe, and everywhere in between. That’s the point – they choose where to go, and what to risk. If all their choices are about equally likely to kill them, they didn’t really have a choice.
Further, it should be relatively easy for PCs to predict how dangerous their actions are, to facilitate these choices. D20 combat is already uncertain enough to provide tension in fights, you don’t need to add MORE tension on top of that by hiding your threats. This is why the world gets more dangerous the further you get from town, even though there’s no reason in-character that the world should have a strict difficulty curve – it makes risk predictable.
And yes, that means PCs should have relatively safe adventuring options out of town. There’s already a mechanical cost to that choice – your characters rewards (xp, gold, items) will be worse. The dangerous nature of the West Marches frontier does not mean all of your PC heroes are constantly in mortal danger, it means the same thing it means in most heroic media – incredibly dangerous to the average person, and dangerous enough to make success uncertain for the heroes.
## The Costs of Forcibly Lethal Games
If you remove the option for PCs to pursue less lethal adventures, your game will suffer for it, mechanically, socially, and thematically. I’m speaking from experience; in the first few months of 1.0, about 40% of all characters that left town died. And while that stat was later toned down, we still had deaths or TPKs on a fairly regular basis (every month or so?) through the middle half of 2.0. The difficulty that I thought would be a core engagement (I was looking forward to it!) turned out to be a surprisingly artificial tag-on to the experience.
Among the many, many problems we ran into playing this way:
* Making the majority of encounters high-lethality pigeonholes characters into incredibly narrow mechanical and thematic archetypes. No character can be silly, because being silly gets yourself AND other people killed. No character can be a sub-optimal build, because that reduces the group survival rate overall, and makes it less likely you’ll be picked for games. Everyone, no matter how bright and colorful, trended toward bitter and gritty over time because so many of your character’s friends ended up dead. A couple people quit because RPing in a world as dark as early West Marches was emotionally exhausting.
* Using encounters to telegraph zone difficulty in a universally lethal game often comes at the expense of the original explorers, which can disincentivize exploration. Exploring the unknown had a high risk of encountering something you couldn’t beat, or escape. 5e’s mechanics often make retreat the tactically worse option – once you realize the Iron Golem deals 4d6+5 with his punch, it frequently too late to run without leaving at least one person behind to die. In a normal game, this is to incentivize heroic behavior, but in West Marches it literally creates traps.
* A logically consistent world has no reason to forecast danger. A goblin, played optimally, will hide and ambush parties. They’ll cover their tracks, and do everything in their power to KEEP players from making informed choices. Anything resembling a high Int, high Cha antagonist becomes out of the question, because the moment the DMs run smart, powerful enemies “realistically” people start dying in ways they functionally couldn’t prevent – literal ‘rocks fall, everyone dies’ moments. So, in order to keep the game fun in a lethal-only environment, DMs are limited to only running unintelligent enemies, which further restricts the kind of challenges and engagements that fit into the setting. Robbins literally states that he never ran intelligent opposition in his campaign. No intelligent opposition means, for the most part, no urban adventures – which severely gimps charisma and made Rogues almost strictly worse than Wizards.
* Corner case rules arguments will become increasingly prevalent and important, because your PC’s life frequently rides on the result. Adjudicating surprise in particular was grueling for DMs. Worried about having fiat-control over the life and death of characters, our DMs felt pressured to only use RAW rulings and hesitate to make on the spot adjudications (ex, “sure, roll sleight of hand to try and steal the necromancer’s amulet” while in combat) to keep things ‘fair’. But when improvisation is discouraged for the sake of consistent challenge, you end up with less of the kind of creative player adaptations Robbins was trying to incentivize in the first place. Everything just trends down to the rules that currently exist – RAW combat.
* 5e just doesn’t have the depth to support combat as THAT much of the engagement structure – there isn’t a diverse enough set of optimal strategies. Adaptation was uncommon, because that requires good encounter design, not just a higher likelihood of failure. In two years of play, I’ve been surprised maybe twice by the effectiveness of a RAW build or combat strategy (How good Wall of Force is, and how strong Extended Spell Divine Soul Sorcerers are). Everything else was just the builds everyone reading this is probably already aware of – Great Weapon Master Barbarians, Hexblades, Polearm Masters, Sharpshooter Battlemaster Crossbow Experts, Fireball, etc (Note that the DMs banned multiclassing in our games). What players did to survive were, for the most part, what they were already doing - rolling tons of perception checks, buffing passives and setting watches, camping under Tiny Huts, and obliterating monsters with Pass-without-Trace fueled surprise rounds – because those strategies were already the best thing to do. The “intelligent decisions that determined our fate” were always the same decisions, which West Marches didn’t change, and it got boring fast. Maybe 3.5 (the rule set Robbins’ campaign was run under) had enough combat depth for alternative strategies, but in my case, the pressure of lethality didn’t make players creative. It made them rigid with paranoia because most of the time there wasn’t a better alternative to consider. We didn’t feel like clever adventurers, we felt like tedious cowards.
## West Marches Encounter Design Tips
A full writeup on encounter design is beyond the scope of this already enormous post, but I will add a few quick words of advice that’s specific to West Marches.
* Keep in mind what skill your encounter is supposed to be testing, and mix up tested skills. It’s really, really easy to make every encounter about life-or-death survival, and that gets boring. Skill checks are just as engaging as attack rolls.
* Recognize that ‘difficulty’ is actually a function of two variables: how difficult the task is to accomplish, and how much you’re punished for failing to accomplish it. Generally, D&D keeps the difficulty of tasks easy, but keeps things tense by making the punishment for failure enormous (character death). A game like Super Meat Boy, in contrast, has an enormously difficult task but virtually no punishment for failure. Play with these variables, whether talking about DCs and damage die or character life and death itself.
* Be more liberal in giving out monster stat blocks than you’re used to, and try to keep them consistent. Some of the most fun our players had was in creating these complicated, heist-like plans that hinged on information other parties had acquired. You need to provide players monster info to facilitate this.
## PC Information Access
In all games of D&D, deciding what information to provide your players up front and how much to hide away – to allow them the thrill of discovering it – is going to be a tradeoff. Players need information to make meaningful decisions; ‘Left corridor or identical right corridor?’ is not a choice, it’s a dice roll. West Marches is about letting your players make choices. However, marching into the unknown on the back of educated guesses is where most of the fun in exploration comes from. So how do you hit the sweet spot between giving players enough info to feel responsible for the outcomes of their choices while at the same time hiding enough to surprise them and make them feel like finding that info was an accomplishment?
Answer: you stuff the world full of clues. I mean every goddamn nook and cranny. In fact, to save on prep, it’ll likely be easier for you to just keep a list of the information you want the party to find and distribute it in response to player action, instead of deciding in advance where you want the clues to be. Never call for checks yourself (get in the habit of using Passive Perception!) so that any information the players find was a result of their choice to make a check. Spoon feed them nothing, but give them a spoonful each time they ask nicely. That way, every success will at least be a result from their choice to ask the right question.
If anyone reading this is grumbling, worried this removes too much challenge from play, I highly advise you go read the [original three-clue-rule article](
https://thealexandrian.net/wordpress/11 ... -clue-rule), which spends much longer justifying the kind of liberal information access I’m advocating for.
Ultimately, testing players on their ability to acquire information is rarely interesting. There’s no cost to search and knowledge checks other than in and out of character time, so punishing players (who will naturally be risk averse) for failing to do ‘due diligence’ in scouting is just asking for a tedious, boring night stuffed with the phrase “I search for traps.” It’s also an increasingly untenable source of challenge as PC scrying magic increases in power beyond 7th level (Commune, Divination, and Augury are all castable as rituals).
## Miscommunication
If the PCs are ever doing something that seems flat-out idiotic to you, ask them why they’re doing what they’re doing. Ninety percent of the time, there’s just a DM/Player miscommunication. In D&D, since so much of the relevant information has to be conveyed verbally, it’s incredibly hard to distinguish circumstances where your speech was unclear from times your players weren’t paying attention. Compare this to board games like Chess, where all relevant information is unambiguous and constantly visible. When you run into these miscommunications and players request ‘take-backs’, acquiesce. West Marches is supposed to reward decision making, not listening comprehension; having PCs die because of an OoG mistake doesn’t make for interesting stories and fun nights.
Sidenote: This is why you should almost always use minis and battle maps in West Marches combat. In life or death situations, you want as much relevant information as possible to be constantly visible to the players.
## Threat Signaling
Effective threat signaling can be difficult in a game designed around heroically defeating monsters. If your players stumble into a dead scouting party, eviscerated by some feral monster, that tells them surprisingly little about the threat posed by the monsters unless they know the strength of the dead scouts. A big gash across the chest doesn’t tell you whether the victim took 1d6 or 5d6 slashing damage.
Furthermore, hunting dangerous creatures is often the exact reason your PCs are adventuring in the first place – if not to make the wilds safer, then to harvest XP and pelts. Out of character, most of your players are probably looking forward to combat by default. Your warning might be their invitation.
If you’re trying to keep the distinction between foreshadowing and threat signaling clear, so your players can make informed decisions about risk and benefit, you should allow your players access to a description of events in game terms. Ex, “It looks like this soldier took 20 lightning damage in a single blow”. While it does lessen immersion somewhat, it accents the strengths of the West Marches play by giving your PCs more precise information to work with. In particular, I find descriptions like this make excellent rewards for high knowledge checks; DC20 Medicine, Investigation, Survival, Arcana, Nature, etc. It gives a lot of these lesser used checks combat relevance by facilitating precise player planning.
Alternatively, you might want to consider de-coupling XP from defeating monsters entirely. Instead, you can have XP given out exclusively for the behaviors you want to promote: whether that’s AD&D’s system of rewarding XP equal to the amount of gold you looted, a more milestone-like system where players have specific narrative goals that reward XP (‘raise our banner atop the undead castle = 5k XP’), or anything else you can think of. The key lesson is that players will do what you reward them to do, intentionally or otherwise. If you want monsters to exclusively be hazards your players skillfully circumvent, don’t inherently tie rewards to their defeat.
## Exploration
A deep, crunchy exploration pillar is crucial to this style of play, since it gives players a sense of agency over the information they acquire. Don’t just tell players the prophecy of the crystal chalice, or the location of the black spire, let players decipher it from some scribblings on these cool rocks they keep finding. Exploration lets players feel responsible for what they know ~even though that’s somewhat of a fiction since the DM decides when, how, and what players are capable of learning~.
However, remember that ‘deep exploration’ is not synonymous with ‘overland hexcrawl’. We ran a hexcrawl in 1.0, but didn’t use hexes at all in 2.0 – opting instead for a less incremental movement system where we measured distance with the Roll20 pointer tool on precisely scaled maps. As discussions of the inevitable “3.0” begin, we’re considering ditching an overworld altogether in favor of a Metroidvania-inspired superdungeon.
Our two primary sources already diverge on how they fundamentally prep that overworld. Robbins pre-prepped every major location, while Colville saw the ability to prep nothing in advance of player requests as a major selling point of West Marches. Point being, there’s a lot of room for flexibility, and even after two years and hundreds of games, we’ve yet to pin down the ‘best’ travel system, so empower yourself to experiment and find what works for you.
Side Note: The 6th level spell ‘Wind Walk’ breaks hexcrawls in half. If you want your game to reach 11th level, you’re going to have to ban or house rule it.
## Random Encounters
Please, do not plan to use random encounters in every play session. Our DMs went above and beyond creating the most rich, complex, and interesting random encounter tables I’ve ever seen, and they STILL got tedious and boring. Outside of personal novelty, a pre-planned encounter will always accomplish your design goals better than a randomized outcome. Use random encounter tables for improvisation, not base structure. If your players veer off a direction you didn’t expect, that’s the time to pull out the tables.
Depending on how often your players go a direction you don’t expect and trigger random encounters, you might want to consider a “generative” table instead of a “distributive” table. Distributive tables are what you see most often – a big list of premade encounters you roll to select between. Generative tables, however, contain a list of foes, traits, and locations that you roll on separately and combine to create a unique encounter each time. For example, you could a list of creatures (goblins, wolves, bandits), motivations (sleep peacefully, rob you, run away from [roll another creature]), and locations (an abandoned fort, an open field, an overturned merchant caravan) and roll “Goblins running away from wolves in an open field” or “bandits sleeping on an overturned merchant caravan”. Generally speaking, if you find you’re having a hard time filling your random encounter tables with bespoke content, make a generative table for your zone instead. [Here’s a wonderful generative table example](
http://www.welshpiper.com/encounter-populations/) to get you started.
The DMG “Gritty Realism” rest rules improved our travel encounters immensely. Because, by default, PC recover all resources each night, unless you want to run multiple combats every in-game day (which is tedious and prevents players from accomplishing mission goals by wasting OoC time), the only way for a travel encounter to be tense is if it’s difficult enough to credibly threaten a PC’s life. In 1.0, we recognized this problem and did exactly that – made every random encounter lethal. But, frankly, the players hated it. You can’t keep high tension up forever, and it was a massive buff to the Long Rest classes (paladins, wizards) that had bigger power spikes. PR shifted to 8hr Short Rest and 7 day Long Rest while outside of dungeons, and it’s fantastic. You actually have to manage resources during travel now, which keeps travel encounters engaging and fun.
Ignore random encounters on the return trip; they made every session end on a wet fart instead of whatever awesome curated encounter or narrative revelation the players had discovered. (We dropped return trip encounters halfway though 1.0)
Lastly, never let the players know that they’re experiencing a random encounter – it’ll make the world feel more real, and if your encounter is well designed they won't be able to tell the difference.
## The Impartial Mindset
To Ben Robbins, one of the hallmarks of West Marches was the impartial mindset he saw as part-and-parcel to sandbox play, and... he was right. But it’s very easy to misinterpret that quote. What you need to be impartial to is the success or failure of players within the structure of the game you’ve built, and that is DIFFERENT from being impartial to how your world influences the success and failure of players. Whether they win needs to be their choice, but whether they have fun still comes down to your choices – you are a game designer, and that’s harder than just being a worldbuilder.
It’s impossible to create a world and abdicate responsibility for its results. You choose literally every detail of the world your friends are exploring; your influence over how fun your games are is, obviously, enormous. Their options are constrained by what you’ve placed in front of them. Moreover, the things you chose to populate your world with are not chosen randomly. You could have filled your world with an infinite amount of unfun things - you could have the players besieged by twenty dragons, or have the hexcrawl be empty in every direction – but you didn’t, and the reason you didn’t is either because you have opinions about what makes for a fun night of D&D, or you’re copying someone else’s ideas about what makes for a fun night of D&D. Either way, facilitating fun is the reason these tropes exist, and pretending you’re indifferent to facilitating fun is the quickest way possible to making a shitty game.
You are not an impartial computer, you are a game designer with goals. Aspiring to be like a computer accents D&D’s weakness instead of its strengths. You are worse than a computer at consistently tracking the state of an enormous sprawling world, you are worse at resolving complex randomized tables, and you are worse at impartially adjudicating the results of player decisions. 5e was designed to be [an improv toolset first and a tactics game second](
https://youtu.be/EG6KZLcEp4M?t=513) – the ruleset [intentionally isn’t tight enough to facilitate perfect rules consistency](
https://cdn.discordapp.com/attachments/ ... image0.png). That wiggle room exists to promote DM agency; to more flexibly let the DM steer and reward play they didn’t foresee when designing the encounter.
If you and your friends want that experience, where the DM is trying to be an impartial computer playing the world instead of an improvisational storyteller, I’d highly recommend looking into [text-based MUDs](
https://en.wikipedia.org/wiki/MUD) instead of 5e. They were a major inspiration point for Robbins’ West Marches design.
## Level Cap and Zone Levels
We ran into the issue of high-level parties stomping low level content in 1.0 (even with reduced XP and GP rewards), so we tried to gate content with level ranges in 2.0, but that had several bad consequences as well:
* It reduced player agency over the level of risk they wanted their characters subject to. By marking a zone as, say, 'level 5-9', the DMs were making a subjective decision about what constitutes an engaging level of risk without player input. And while that's a very normal thing for a DM to do (they build the encounters after all), it runs counter to the West Marches goal of putting the players' lives in their own hands.
* It locked players out of storylines they were invested in. These zones need to last longer than a single player's journey from 3rd to 6th level, so people who cared deeply about, say, the Pinetop Goblin tribe could no longer visit them once they hit 7th level. We had players voluntarily asking not to level up; it was a mess.
We're pretty sure we've solved this problem for good in PR by instituting a *rising level range. At the outset of the game, we put a hard level cap at 5th level. Then, after a certain narrative event, *both the level cap and the minimum starting level of all characters will raise. Ex, we’ll shift from 1st - 5th level to 3rd - 7th level, and bump any players who haven’t reached level 3 yet up to that level.
The specific numbers can be tweaked to your liking, but the key is to keep the level range small enough that any player can join a game with any other player (~5 levels). A DM can’t prep a session that’s engaging to all party members if one player is 10 levels higher than another (which actually happened in 2.0!). This pressures DMs into only running games when the party is close in level, which functionally spreads the player base thin and reduces the number of games available to both low AND high level groups. With a rising level cap, players get stronger without growing further apart in level, which allows more PCs to play with one another - a unique selling point of West Marches. It also allows you to phase out low level content as the campaign progresses, and give the world a tighter narrative arc - you don’t have to worry about always having something for a 1st level character to do.
(Side note: the ‘evolving, recycled dungeons’ Robbins used to keep fresh low-level content never happened in any of our games, despite DMs prepping for it. Players just didn’t want to retread old ground in a game about expanding the frontier, even if that old ground has a fresh coat of paint.)
What events raise the level cap can be likewise tweaked. It could be as simple as “defeat the Dark Lord Tyrannus”, or it could be incorporated into the construction systems. PR has a “Hall of Heroes” that costs an enormous amount of GP and XP (any XP you earn once you hit the current level cap can be spent on construction), that raises max level, starting level, and the maximum XP you can earn in a game (we capped per-game XP to remove the incentive to make games go on longer).
# ---SOCIAL ISSUES---
## More Inter-player conflict
More players means a wider variety of both in-character and out-of-character perspectives, which sets the stage for more and longer arguments. Those awkward table moments where you capture a goblin and one guy wants to kill it while another wants to set it free will often get discussed between twelve people instead of five.
However you choose to resolve group conflicts like these, as the DM you must ensure that everyone is on the same page. Allowing players enough leeway to oppose each other’s missions gets into nebulous PvP territory very quickly – a Warlock might want to sacrifice the captive goblin to his god, while the Redemption Paladin might die to protect even an evil prisoner. Or, to give another example that actually happened in 2.0, players might reasonably disagree about whether or not denying sanctuary to a desperate, dying PC is an evil act. Morally grey situations can easily become the catalyst for player civil war. All the standard discourse about giving your PCs a reason to work together counts for double when your player count doubles.
Loot distribution also becomes more awkward. In a home game, you’re with each other player every session, so giving magic items to the player who can use it best is a no-brainer – giving a magic longword to the paladin ups the survival rate the wizard more than the wizard keeping the sword for himself. But in West Marches, that’s no longer true. If another party member gets an item, you two might never play together again. There are also half a dozen other players, who weren’t even a part of the game where the longsword was found, whose builds might make better use of that sword than anyone present. Are you all in this together, or do the spoils go exclusively to those who earn it? What does ‘earn it’ even mean in a persistent cooperative world, where one party can clear five levels of a dungeon and leave with nothing, only to have another party return, clear the sixth, and collect the entire treasure hoard?
Robbins’ answer is clear, “competition is what it’s all about”, but that quote could not be further from my experience. Good lord, did danger NOT unite. The rat race to maximize gold, loot, and xp was absolute poison to our ~50 person game, to such an extent that our players intentionally avoid such competition now. It’s too easy for players to collect rewards for reasons totally unrelated to player skill – even something as simple as setting up a game with the DM first can assure you a treasure trove. We’d have DMs getting dozens of messages literal seconds after posting their game availability to our community calendar. Spellcasters would hoard powerful martial weapons they weren’t proficient in, in the hopes that they could trade them for spellcaster items later. Magic loot was distributed randomly between players at the end of sessions, because literally everyone wanted every magic item to use as trade fodder. Players would pressure DMs to make games longer and longer so they could accomplish more, and therefore get more chances at XP and loot. Until we toned down lethality, removed the pressure on players to absolutely maximize your chances of survival, players were being as cutthroat with each other as they were with the world, which made everyone have a worse experience overall.
## The Player/DM Ratio
If you only want to DM for a maximum of five players at a time, you need to either cap your player count to five times the number of DMs, or make sure your players understand they aren’t going to play as frequently as they would in a home game. The West Marches scheduling style kind of assumes you’re a busy adult who’s unable to make a weekly commitment anyway.
Side Note: Dividing up which DMs run which parts of the world and letting DMs play in the parts they don’t run is fine, don’t let people dissuade you. We did it for years with minimal issues.
## Repeat game rules
We scrapped the “anti-clique” rules (that bar you from playing with the same people repeatedly) about midway through 1.0. They were overcomplicated to track and didn’t stop cliques from forming anyway. The parties that formed had more to do with when players were free during the average week than any kind of social bias. If only five of your twelve players are free Wednesday or Thursday night, the rule just keeps people from playing at all instead of promoting diverse parties.
We never had ‘de-facto home games’ pop up, in the way that Robbins and Colville were scared of. Even the tightest knit player pairs on the server, best friends, only played with each other about 50% of the time. I’m unconvinced this a game design issue; Robbins may have just had some personal issues with his group. We toyed with implementing a system that gives bonus xp for ‘party diversity’, but ran into enough wording problems, abuse cases, and tracking issues that we scrapped the idea.
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# ---Executive Summary---
* Build your world with a subtle story in mind, and let your players piece it together on their own. Make sure there’s enough mystery to keep players engaged and inquisitive after the dungeon crawls repeat. Remember that all prep, narrative and mechanical, is subject to change in pursuit of the experience you’re trying to craft.
* Don’t reduce ‘testing players’ to ‘testing player skill at the 5e combat system’. Allow players to improvise by rewarding creativity enough to make it the optimal strategy. When a player asks if they can shoot an arrow to bring down that chandelier, don’t groan – smile. They’re thinking about the world instead of their character sheet. Challenges don’t have to use the combat engine; skill checks are fun too.
* Prep both easy and hard content - do NOT make all content lethally hard. Use a carrot instead of a stick - players will challenge themselves in pursuit of rewards, and have only themselves to blame when they fail.
* Give your players LOTS of mechanical information - it's what they use to make choices, and feel responsible for their wins.
* Exploration doesn’t have to be a hexcrawl with random encounters. Gritty realism rest rules go a long way to making overland travel fun.
* Institute a rising level range around five levels wide, and slowly raise it as the campaign progresses.
* Be prepared for more inter-player conflict.
I hope you can use this as your handbook to a better West Marches experience, and if you read all of this, thank you for your time.