What do you do if you want to have a scheming mastermind monster planted somewhere out there in the wilds? For example you've got say a young green dragon, Int 12, that's lived already for hundreds of years. In another thread I admitted my one issue with this style of gaming: Intelligent Villians. He does however note that he as the GM has most of the plans behind the scenes and the players are just uncovering what's there. In the classic article on West Marches style games based on the campaign experiment of the same name the author goes to great lengths to explain how the PCs drive everything based on what they find. They certainly don't have to exist for a sandbox-style game like the one described. While it's certainly possible any of those issues could exist, they could exist for any campaign. You're imposing an awful lot of restrictions that don't have to be in play. Just an amorphous, unspecified mist.Ĭome to think of it, West Marches might be interesting as a sort of existential horror campaign, where the PCs slowly realize that the world they are in is not real, has no existence outside of this one region that even the "city" doesn't exist beyond the small trade district they've seen and that they can't. There's just an area with a set of disparate adventure locations, and outside of that region there's. Even though it's a "sandbox" of sorts, the PCs can't actually effect any changes to the world, because.ĥ. There's no interaction between any parts of the world, on any but the most local scale.Ĥ. There are no persistent villains (certainly not ones who do anything interesting).ģ. Yeah, I've always thought the West Marches concept is silly, for more or less this reason (and related ones):Ģ.
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