Background At the beginning of 2017, while perusing the video stylings of Matt Colville, I stumbled across his video in which he discussed the “West Marches” style of D&D campaign. For those of you that are unfamiliar with this format I can most succinctly summarize it as a persistent one-shot setting in which episodic adventures take place as opposed to the scripted modules published by Wizards of the Coast and others. Players go forth and explore the region surrounding a safe starting area, most likely a town or city. The further they go from home, the more dangerous things get. The setting also continues to evolve as the different characters leave their mark on it. In addition to being a format that does not require regular attendance the biggest selling point for this style of campaign is that the direction the adventures take is largely decided upon by the players rather than by the DM. This is, in part, to reduce the complacency that often surrounds players that show up simply because it’s “D&D day” rather than becoming invested in their character’s narrative. After researching the original West-Marches campaign (the name is derived from the original campaign setting) I began to consider how I could apply this concept to a game set in the Forgotten Realms . Around the same time, I finished playing through Storm King’s Thunder with a group and celebrated its conclusion by finally being able to read the book without risk of spoilers. I was immediately struck by how much of northwestern Faerûn was laid out in detail. The combination of the high resolution maps and the “sandbox” nature of the campaign made the book a logical starting point for creating the West Marches game I had in mind. After adding a number of user-created maps from the DMsGuild, commissioning several others from artists recruited from Reddit and the Cartographer’s Guild, taking an obscene amount of notes on the 5e Sword Coast Adventurers Guide and the 3.5e Forgotten Realms Campaign Setting , and spending a few weeks importing everything into Roll20 I arrived at the starting point for my campaign that I’ve oh-so-creatively dubbed The Sword Coast. Objective After having run 30+ adventures spread across different tiers of play and covering a wide swath of the Sword Coast and Savage Frontier, my players and I gathered to discuss the campaign’s direction going forward. I received a great deal of feedback and constructive criticism from them. Chief among their list of suggestions was that we incorporate a second dungeon master. I was (and, to an extent, remain) wary of this for a variety of reasons. While I’m hardly loathe to relinquish control over the campaign’s artistic direction I do recognize the inherent threat of two personalities occupying the same creative space. Additionally, while I’ve endeavored to keep my version of Faerûn as close to “canon” as possible I have drawn certain conclusions that a more studied Forgotten Realms devotee may take issue with. The most obvious examples of this would be that the events that resulted from (and the characters responsible for) resolving Hoard of the Dragon Queen, Rise of Tiamat, Out of the Abyss, Princes of the Apocalypse, and Storm King’s Thunder all remain in the campaign setting and will certainly differ from other groups’ resolution of the same material. I can see how these variations might prove to be an obstacle to another creative voice entering the story. There are, however, significant advantages to bringing in another DM. I am limited to running adventures on the weekends by virtue of my work schedule and the difference in time zones between myself and the majority of my players. Incorporating another DM that happens to work a different set of hours than me would allow us to run more games per week. I would also welcome another voice in bringing different sorts of adventures to the campaign. Notably, I am absolute crap at making engaging puzzles. I also tend to incorporate a great deal of combat and political intrigue into my adventures, and another voice better versed in mystery and other forms of role-play would be a welcome addition. It is important to note that I do not DM for pay. I have invested a great deal of my own time and money in creating this campaign because I derive a tremendous amount of satisfaction from it. I would not expect a co-DM to contribute anything financially (although sharing the cost of commissioning art would be delightful), but by the same token I would not be interested in making this game pay-to-play. And so, we arrive at the conclusion. I am posting this for two reasons: In the hopes that anyone that has experience with this style of play might comment on the viability of multiple DMs. In the event that another, like-minded DM might be interested in taking this project on with me! Thanks in advance for any feedback!