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How To Run a Successful West Marches Campaign, Just Like CRITICAL ROLE
Critical Role Campaign 4 Cast and Story reveal 9 Critical Role

A West Marches campaign can be incredibly challenging, especially with one DM. But it can also be an exercise in solid campaign planning that brings out the fundamentals of TTRPG play. Critical Role’s upcoming Campaign 4 features a jumbo-sized table of players split up into three groups exploring a brand new world. While introducing the new style of campaign, DM Brennan Lee Mulligan mentioned that the multiple groups and shared campaign setting hearkened back to the West Marches style of campaign.

What Is the West Marches Campaign Style? 

Introduced via a blog post way back in 2007 by Ben Robbins, the West Marches campaign style focused on a sandbox campaign setting that could be explored by an open table of players. The core premise of the campaign style is that players would self-organize where they wanted to go and who would participate in individual sessions of play. The players would typically choose a location seeded during a previous session and every session of play was intended to be self-contained. This means that players operated under the assumption that plot seeds introduced during that session were meant to be explored later.

How Critical Role Is Adapting the West Marches Campaign Style

To be clear, it’s unlikely that Critical Role is running a true West Marches campaign. Instead, Mulligan appears to be cycling through three groups of players with an overarching plot that connects all three groups in some way. Each group, according to Mulligan, will have their own style of preferred play. There will be one focused on combat, another focused on lore exploration, and another focused on intrigue-style play.

But the mention of West Marches has reinvigorated interest in the unique TTRPG campaign style. It’s even easier to get into it thanks to the likes of Discord and the rise of online play. During the COVID epidemic, I managed an 18-player campaign that heavily leaned on tenets of West Marches, but also had relatively set groups and an overarching plot that gradually revealed itself. It was a challenge to organize 18 players. But it ultimately became the most rewarding D&D campaign I’ve ever run.

How to Run a Successful West Marches Campaign

So, how does one successfully run a West Marches campaign? First and foremost, it requires the buy-in of the players. A good West Marches campaign operates under some common assumptions. Players start from the same location every session. They know their destination when they start their session and they don’t deviate from it. Planning and running these sessions aren’t hard, provided that players understand what they should and shouldn’t be doing during their session. If players understand the cadence of a session, it means getting to the “meat” of session quicker.

This buy-in also extends beyond the session. A West Marches campaign requires the impetus of the players to determine where they’re going and what they’re going to do there. That needs to be communicated to the GM days in advance so that the GM has time to prepare. It should not happen at the start of the session. If players are meeting on a regular basis, you may want to set a deadline or set aside time at the end of the session to handle decisions about the next game. This will give the GM plenty of time to plan out the next session.

This doesn’t mean that a game has to sacrifice roleplay, inter-party connections, or other elements of the game. Nor does it mean sacrificing improvisation. In my West Marches sessions, I usually included some time around the campfire. That’s where players could interact with each other in relative safety and build those inter-party connections. I also handled a lot of the “business” side of D&D, such as buying equipment or making tweaks to a character, outside of a session. This meant keeping the lines of communication open outside of the game, usually via Slack or Discord.

West Marches and Exploration with a Hexgrid Map

One major part of the West Marches style is exploration, typically using a hexgrid map. My general rule of thumb was that each hex contained one key location to explore or secret to discover. Some of these locations would “unlock” later secrets. A goblin camp might have the key to unlock a treasure vault (which of course would have its own challenges). Or a statue of a lost civilization might point the way to a larger ruin elsewhere. Not every hex had to contain a location either. Rumors of dragons, liches, or every more intriguing characters like a decidedly neutral vampire NPC could lure a group of players towards a certain hex.  

Not only do individual hexes need to be seeded, they also need to be discovered over the course of play. When my players traveled to a specific location, I gave them hints about the hexes that they passed through on their way to their locations. To keep things organized, I also kept a running list of discovered locations and plot teases that the players used when planning for their sessions.

Session Planning 101

In terms of session planning, a key was to balance simplicity with intrigue. West Marches sessions are meant to be one-and-done play sessions. For me, this meant leaning on the five-room dungeon concept when building out ruins, or building around a single combat encounter. Short and long rests weren’t much of a factor with my sessions. But it added a different wrinkle to combat as players had to decide when to use certain abilities, knowing they might not have them for the rest of their session.

Like any sandbox, a West Marches campaign can either feature a static map with secrets to discover or take place in a world that shifts and changes based on the decisions of the players. My campaign used the best of both worlds. Ruins and dungeons were static, but there were villains that would gradually rise up over the course of campaign that would eventually need to be dealt with. This provided a kind of season of play, where one villain would become a recurring issue culminating in a boss fight that usually required coordination of multiple parties to solve.

A good West Marches campaign requires a lot of coordination and more planning than a typical D&D campaign. But it’s a great way to juggle a large cast of players, especially when not every player has the ability to meet on a weekly basis. If you have the opportunity to participate in a West Marches campaign, you absolutely should. It really offers a unique experience for players. When done right, a West Marches campaign scratches the itch for an old school TTRPG experience. It is one where secrets are out in the wild, just waiting to be explored.

This article first appeared on Nerdist and was syndicated with permission.

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