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5th Edition: West Marches Style Game. [Pick Up Games, No Set Time or Party]

1496790583

Edited 1496803460
Hi! &nbsp;I'm starting a West Marches Style game and looking for some more players to fill out the roster. Here's the basic rules and guidelines of the game. If you've played a West Marches game before or know the style, all of this is known to you already. Feel free to skip it. TL;DR : Big open world sandbox, no overarching campaign plot, players are the only adventurers exploring an unknown dangerous landscape. Players set the schedule and form their own groups of 4-5 players out of the player base. Groups and times will differ for each adventure. 1. There is no regularly scheduled time : Every session will be schedule by you the players. All that's required is that I, the GM, is available and you tell me what you want to do and when, then it is your job to find other players interested in joining you. For example: This Friday you want to explore some ruins that you had previously seen, while adventuring in the Trollwood. You check with me first, I approve the time slot and adventure, then you post in group and find 3-4 other players. Boom! Session Scheduled. To be fair: All scheduling has to be put through me. Because their can be multiple groups wanting to do something the first one to schedule it with me gets it. 2. There is no regular party : Each adventure you will be playing with a different set of people. There will be 10-20 players and you will be running 4-5 person adventures. You may have to end a session before finishing an adventure and in that case, may wait to have everyone together again before playing that out. But on average you should not be playing with the same group of people for more than 2 adventures. This is meant to allow players to play as often or as little as they like. 3. There is no regular plot : You will be deciding where you go and what you do. There will be no townsfolk sending you on quests or scheming villains chasing after you. The world has been built in advance and it will continue on with or without you, it's up to you how you interact with it. 4. Town = Safe, Safe = Boring : You'll find no adventure to be had within town in this game. If you want adventure, go out there and find it. You adventurers are the only ones brave enough (or insane enough) to step outside the City of Walls, you'll find no one in town more knowledgeable outside the walls than you.There will be no NPC adventurers, it's up to you to drive the story by exploring the world created for you. 5. The Wilderness is Dangerous : There's a reason no one goes outside the walls. The wilderness you'll be exploring is made of many different regions, each home to unique monsters, dungeons, and resources. Each is made to be harder than the last. The further you go from town, the more difficult it gets. With that in mind, the encounters aren't catered to your level. If you stroll to far from town, you may find yourself overwhelmed. While higher leveled characters staying near town may find they breeze through things far to easily. Be smart, and remember not everything needs to be fought right away. Let sleeping dragons lie. 6. Share Information : The chat between games among all members of the group is crucial and simulates how the party would tell stories of their adventure to the others in the tavern. Game Summaries can be written by the players, detailing the adventure if they so choose. Providing details to the other adventurers in the area, about the state of the world outside the walls. If you don't tell of your conquest, a group may go to the sunken fort only to find it already plundered or may visit the Trollwood only to be torn apart by that large pack of roaming dire wolves you forgot to mention. 7. Player's Map : Other than Game Summaries players will also share information by making their own map. A map will not be provided in this campaign, rather the players will expand upon it as they adventure themselves. Adding to it as they discover interesting locations and new regions. I, the GM, will make no attempt to correct the map at any point, and it will be collaborative effort to fact check each other as you explore. 8. Evolving Dungeons : Because of the nature of this campaign, Dungeons are a permanent structure. You may clear a dungeon only to find that some time later, some other group has taken residence. This is not to say you should attempt to clear dungeons over and over. There may be times when you find yourself revisiting places only to find they have changes since you last left them. 9. Paths of Exploration : Because there is a good chance that at least some of you may die, or fall behind some of the more frequent players, there are multiple paths of exploration, meaning there is multiple low level areas, multiple mid level areas and multiple high level areas. You may find yourself go north with your first character, and staying east next time to find completely different regions, without running the risk of being under leveled for the areas. 10. Danger Pockets : There is intentionally designed non-random encounters of much higher level in some areas, which can either be easily spotted and avoided or are very hard to find and you have to be looking for them. These are intended to have players returning to these areas at later times, and are one of a few reasons you may return to a dungeon. Remember, Greater Risk, Greater Reward. But don't be afraid to give up and come back later if you feel overwhelmed. 11. Neutral GM : I am not against you in this campaign. The world is predetermined and will remain the same no matter what group attempts it.There are two things that will kill you in this game; Bad Decisions and Bad Rolls. No plot line assassins or GM wrath. Just clever players and unforgiving dice. To make sure we're all on the same page. All rolls will be rolled publicly including mine. I won't be fudging anything. If you die to a crit, you'll see the 20 as soon as i do. Feel free to ask questions below!! Link to the Game Page:&nbsp; <a href="https://app.roll20.net/lfg/listing/79723/west-marches-style-game" rel="nofollow">https://app.roll20.net/lfg/listing/79723/west-marches-style-game</a>
Bump!
this sounds awesome id love to get in on this
I PM'ed you! Thanks for the interest!
I'm definitely willing to give this a shot.&nbsp; I'll put in an application in the game thread, but I figured I'd ask this in the public LFG thread since it wasn't mentioned.&nbsp; Part of the core of a West Marches style game is the pick-up group type games, but since Roll20 is a global platform would you be able to provide an idea of your general availability as a GM, such as time zone or days?&nbsp; It would help players in Europe/Americas/etc know how often they might be able to get a game set up that also fits your schedule.&nbsp; Even with a lot of free time you still gotta sleep sometimes! :)&nbsp;
Sounds really fun, I was wondering if people had groups like this setup, I'd definitely be interested in this. I have experience with pathfinder and star wars saga systems which as I understand it are both based on d&d 3.5e and a modified 4e so I imagine I'll pickup the differences between them and 5e quickly, I'll drop an application on the games page but please send me a pm!
MQ - Yes. One of the reasons i'm doing this is my job doesnt allow me to consistantly be available for a weekly game. So i will pretty much provide with my weekly work schedule and say okay i'm available these times this week.
Ooh this sounds super fun!&nbsp;
I'm interested