Grand Experiments: West Marches
West Marches was a game I ran for a little over two years. It was designed to be pretty much the diametric opposite of the normal weekly game:
1) There was no regular time: every session was scheduled by the players on the fly.
2) There was no regular party: each game had different players drawn from a pool of around 10-14 people.
3) There was no regular plot: The players decided where to go and what to do. It was a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto, minus the missions. There was no mysterious old man sending them on quests. No overarching plot, just an overarching environment.
My motivation in setting things up this way was to overcome player apathy and mindless “plot following” by putting the players in charge of both scheduling and what they did in-game.
A secondary goal was to make the schedule adapt to the complex lives of adults. Ad hoc scheduling and a flexible roster meant (ideally) people got to play when they could but didn’t hold up the game for everyone else if they couldn’t. If you can play once a week, that’s fine. If you can only play once a month, that’s fine too.
Letting the players decide where to go was also intended to nip DM procrastination (aka my procrastination) in the bud. Normally a DM just puts off running a game until he’s 100% ready (which is sometimes never), but with this arrangement if some players wanted to raid the Sunken Fort this weekend I had to hurry up and finish it. It was gaming on-demand, so the players created deadlines for me.
The game was set in a frontier region on the edge of civilization (the eponymous West Marches). There’s a convenient fortified town that marked the farthest outpost of civilization and law, but beyond that is sketchy wilderness. All the PCs are would-be adventurers based in this town. Adventuring is not a common or safe profession, so the player characters are the only ones interested in risking their lives in the wilderness in hopes of making a fortune (NPCs adventurers are few and far between). Between sorties into the wilds PCs rest up, trade info and plan their next foray in the cheery taproom of the Axe & Thistle.
The whole territory is (by necessity) very detailed. The landscape is broken up into a variety of regions (Frog Marshes, Cradle Wood, Pike Hollow, etc.) each with its own particular tone, ecology and hazards. There are dungeons, ruins, and caves all over the place, some big and many small. Some are known landmarks (everbody knows where the Sunken Fort is), some are rumored but their exact location is unknown (the Hall of Kings is said to be somewhere in Cradle Wood) and others are completely unknown and only discovered by exploring (search the spider-infested woods and you find the Spider Mound nest).
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 environment is dangerous. Very dangerous. That’s intentional, because as the great MUD Nexus teaches us, danger unites. PCs have to work together or they are going to get creamed. They also have to think and pick their battles — since they can go anywhere, there is nothing stopping them from strolling into areas that will wipe them out. If they just strap on their swords and charge everything they see they are going to be rolling up new characters. Players learn to observe their environment and adapt — when they find owlbear tracks in the woods they give the area a wide berth (at least until they gain a few levels). When they stumble into the lair of a terrifying hydra they retreat and round up a huge posse to hunt it down.
The PCs are weak but central: they are small fish in a dangerous world that they have to explore with caution, but because they are the only adventurers they never play second fiddle. Overshadowed by looming peaks and foreboding forests yes. Overshadowed by other characters, no.
The West Marches charter is that games only happen when the players decide to do something — the players initiate all adventures and it’s their job to schedule games and organize an adventuring party once they decide where to go.
Players send emails to the list saying when they want to play and what they want to do. A normal scheduling email would be something like “I’d like to play Tuesday. I want to go back and look for that ruined monastery we heard out about past the Golden Hills. I know Mike wants to play, but we could use one or two more. Who’s interested?” Interested players chime in and negotiation ensues. Players may suggest alternate dates, different places to explore (“I’ve been to the monastery and it’s too dangerous. Let’s track down the witch in Pike Hollow instead!”), whatever — it’s a chaotic process, and the details sort themselves out accordingly. In theory this mirrors what’s going on in the tavern in the game world: adventurers are talking about their plans, finding comrades to join them, sharing info, etc.
The only hard scheduling rules are:
1) The GM has to be available that day (obviously) so this system only works if the GM is pretty flexible.
2) The players have to tell the GM where they plan on going well in advance, so he (meaning me) has at least a chance to prepare anything that’s missing. As the campaign goes on this becomes less and less of a problem, because so many areas are so fleshed out the PCs can go just about anywhere on the map and hit adventure. The GM can also veto a plan that sounds completely boring and not worth a game session.
All other decisions are up to the players — they fight it out among themselves, sometimes literally.
Continued:
West Marches (part 2), Sharing Info
West Marches (part 3), Recycling
West Marches (part 4), Death & Danger
West Marches: Running Your Own

[...] It wasn’t until Necromancer Games brought the Wilderlands back into print and Ben Robbins’ West Marches campaign went viral that people started to rediscover the lost art of the [...]
[...] osui Ars Ludi -blogia isännöivän Ben Robbinsin hieno kirjotus avoimesta West Marches -erämaakampanjasta. Kampanjassa oli yhteensä n. 10-15 pelaaja ja suurehko erämaa-alue [...]
[...] de la OSR. Pues bien, en esta ocasión Jorgemán y él han puesto en cristiano la serie de West Marches, cuatro artículos que Ben Robbins (el creador de Microscope) escribió allá por el 2007, [...]
The Spanish translation of all the West Marches is up at La Frikoteca (three parts):
Traduciendo la OSR: Las Marcas Occidentales
Traduciendo la OSR: Las Marcas Occidentales II
Traduciendo la OSR: Las Marcas Occidentales III (última parte)
Thanks Carlos and Jorgeman!
@Carlos de la Cruz: I sent you an email
Hello, Mr. Robins.
I’m working in the translation to Spanish of some good articles related to the OSR movement, dungeons and sandbox playing. The translation are going to be published just as a entries in my blog (frikoteca.blogspot.com) and I’ll include an URL to each original articles.
I’ve already translated “The Dungeon as a Mythic underworld”, from Phylotomy ODD’s Musings, and I’m working in other articles.
Could I have your permission to translate your five entries about the West Marches campaign?
[...] same thing), Daniel Davis talks about a similar ‘path crawl‘, and Ben Robbins’ West Marches campaign used a vector-based navigation system. It seems quite suitable for anything where items can be [...]
[...] Der West March-Ansatz: Das ist ein Ansatz den ich vor ein paar Jahren in einem Blogartikel entdeckt habe, und den ich bei meiner nächsten Fantasy-Kampagne probieren möchte: Eine Kampagne [...]
[...] used already to describe some of my favorite games, such as the Star Control series, FTL, and the West Marches concept. The realization has dawned on me that Triumph & Despair has unwittingly become a great [...]
[...] online group of almost 20 former players. This seemed to me like a great potential for forming a west marches style game. We could play entirely online using G+, which I’ve had success with in the [...]
[...] Marches-style Sandbox Campaign. Ben Robbins had a campaign he called the West Marches that exhibited some characteristics that would very much suit my opportunities to actual play. I [...]
[...] meets West Marches — No, seriously. The Bad Wrong Fun campaign is going to follow a West Marches model of play, but create the game world with Microscope and Dawn of Worlds. There’s also a [...]
[...] whole West Marches-style campaign idea gains more ground. N. Wright is starting one using the Microlite74 rules, and I still want to [...]
[...] Grand Experiments: West Marches [...]
[...] this week I read about Ben Robbins’ West Marches sandbox campaign, and I won’t lie, the concept and structure excited [...]
It was D&D 3.0, characters from core PHB only.
what game ruleset are you running this on?
[...] a pretty well-discussed problem, with excellent suggestions from the classic sources including the West Marches and Rob Conley’s Bat in the [...]