Rules for the West Marches

Here are the rules for The West Marches:

Rule Zero:
You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn’t appeal to you – you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven. You choose where to go and what to do. There will be a handful of obvious choices, but you don’t by any means need to take them. The adventure is in your hands. 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 Setup:

*Players can suggest or join sessions on an at-will basis. There is no assumed set party – characters can adventure in many different groups, with different DMs. The schedule is also fluid. Players decide what day to play based on broad DM availability. You are not locked into any given day or DM, and can float as desired. Until further notice, scheduling will be handled on the BSUARPC Facebook page.
*Players are the ones who suggest ahead of time what the focus of each session will be, based on job offers, rumors, or other information available to them. The DM facilitates the action, but the players decide where to go and what to do. Feel free to suggest that also build the world, if you want to explore dwarven ruins, the DM can roll with that. Prior adventure logs are prime places to find adventure, that cave cleared out a month ago might be repopulated, or there might be more to the ruins that were discovered but not fully explored. However, note that exploring an area again may require using the same DM, at the very least that the two DM’s have a chat before the game to ensure consistency.
*Each session is presumed to be self-contained. Players venture into the wild, find or are found by adventure, and return home each session.
*New characters start at level 1. Bog standard starting options, point buy or 4d6 drop the lowest either rolled in person or via Characters keep whatever gold and XP they earn from session to session, and characters may (until further notice) group with other characters of any level.
*If a player tires of a character, they are free at any time to switch characters, start a new character.

In play:

*Every character starts each session in a friendly town or location. At the beginning of the campaign this was the town of Bridgewater, but as the game progresses safe spaces may be carved out in the wilderness. A safe space can be any place that is relatively free of danger and allows for characters to rest and recuperate after expeditions into the wilderness. If characters have not returned to a friendly locale by the end of the session, they automatically return after play has ended as it is assumed that travel between friendly locations is trivial and without incident. (There may be occasional exceptions to this rule.)
*The world of The West Marches persists beyond each session. If players have made a change in one session, other players will see that change if they follow the same path in a later session. Long-term play is primarily location- and exploration-based rather than based on plot or story arcs. Sometimes having a character along who has previously explored a given area or location can be beneficial.
*Every game needs a Scribe, whose job it is to write down important details, draw maps, and (afterwards) update the campaign wiki with the details of that session’s adventure. The Scribe is an important task that requires a proactive player, but comes with a reward of +5% XP for doing so. If you were The Scribe in your previous session, you cannot be The Scribe unless nobody else wants to do it.
*New characters are more than welcome. Players are clear to have multiple characters in their stable, choosing to play one or another at a given time.

The campaign wiki:

You are here.

  • The Notice Board is generally an option of last resort for session hooks. Ideally players will present ideas and hooks of their own before the Notice Board is consulted.
  • However, the Notice Board can still be used as a last-minute springboard for any session of play.
  • Players can exchange clues, rumors, maps, and information as adventurers exchange stories in a tavern; to this end, the campaign wiki is yours to edit.
  • Players can introduce ‘Rumors of Ill Repute’ on the campaign wiki as a way of suggesting an interesting adventure seed or idea that may or may not involve their character.

Rules for the West Marches

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