ffilz
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- Dec 17, 2018
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I backed Izirion's Enchiridion of the West Marches by Sam Sorensen for which PDF was just delivered. I've long been considering setting up a West Marches inspired campaign. I say inspired because I'm NOT in a position to do the "players schedule sessions with a rotating cast of players" because I have a fixed 2 hour time slot every other week, the full on rotating cast would result in much too infrequent play for characters. Also, 2 hour sessions don't remotely allow for an expedition to set out from town, accomplish something and return.
Now, the big thing is what game system to use.
I'd love to use Cold Iron (college friend's homebrew I've talked about before and have some discussion and links here https://docs.google.com/document/d/1nyOzdxP8VZV2oSyKnxnS160WBRpC1Cd9fNfn2Va9VAI/edit?usp=sharing ) but finding players interested in playing a game they've never heard of and no one else has ever heard of either seems a long shot. Plus I'd need to add all the exploration procedural mechanics because it comes from the era where RPGs mostly focused on combat and magic mechanics, with maybe some idea of a skill system, but no real procedures to use those skill mechanics. But I had a lot of fun running this back in college, and West Marches with the "leveled" regions would overcome the biggest issue I had back then, of figuring out how to balance encounters. While West Marches suggests lots of signalling of encounter difficulty, I don't think it has to be perfect as long as I make some attempt (besides 3E and later CR calculations aren't perfect either). The key is to have each region feature a small number of different denizens and try and keep the encounter sizes from varying too widely. The players will just have to make exploratory missions into new regions, prepared to bail out if a combat starts going bad. I think it could be a lot of fun and encourage a lot of player agency.
The other options are some form of D&D. I'd be inclined to try out Old School Essentials or Rob Conley's Majestic Fantasy. I'm not too interested in getting into D&D 5.0 and while I have 3.5 (and Arcana Evolved) which might sell well, I'm just not into that. OD&D, BX, BECM, or AD&D 1e would all be possibilities also.
It would be an interesting thing to do with Empire of the Petal Throne or Talislanta, though one would want to create a "new" world since you don't want to have the players expect things to be anywhere near the same as the published setting. I suppose one could do RuneQuest also (or other BRP/D100 games), on the other hand, I'm running an RQ1/Glorantha campaign I quite enjoy, so part of this would be to run something different.
And I'm mostly assuming I'm going to have to recruit new players. The RQ players have by and large indicated every other week is the most they can do a late night game (we run 8:30 PM to 10:30 PM Pacific Time which is really late for anyone East of me) and the current off week is Traveller (which I'm not sure how long I'm going to run, I am starting to get burned out on Traveller).
Frank
Now, the big thing is what game system to use.
I'd love to use Cold Iron (college friend's homebrew I've talked about before and have some discussion and links here https://docs.google.com/document/d/1nyOzdxP8VZV2oSyKnxnS160WBRpC1Cd9fNfn2Va9VAI/edit?usp=sharing ) but finding players interested in playing a game they've never heard of and no one else has ever heard of either seems a long shot. Plus I'd need to add all the exploration procedural mechanics because it comes from the era where RPGs mostly focused on combat and magic mechanics, with maybe some idea of a skill system, but no real procedures to use those skill mechanics. But I had a lot of fun running this back in college, and West Marches with the "leveled" regions would overcome the biggest issue I had back then, of figuring out how to balance encounters. While West Marches suggests lots of signalling of encounter difficulty, I don't think it has to be perfect as long as I make some attempt (besides 3E and later CR calculations aren't perfect either). The key is to have each region feature a small number of different denizens and try and keep the encounter sizes from varying too widely. The players will just have to make exploratory missions into new regions, prepared to bail out if a combat starts going bad. I think it could be a lot of fun and encourage a lot of player agency.
The other options are some form of D&D. I'd be inclined to try out Old School Essentials or Rob Conley's Majestic Fantasy. I'm not too interested in getting into D&D 5.0 and while I have 3.5 (and Arcana Evolved) which might sell well, I'm just not into that. OD&D, BX, BECM, or AD&D 1e would all be possibilities also.
It would be an interesting thing to do with Empire of the Petal Throne or Talislanta, though one would want to create a "new" world since you don't want to have the players expect things to be anywhere near the same as the published setting. I suppose one could do RuneQuest also (or other BRP/D100 games), on the other hand, I'm running an RQ1/Glorantha campaign I quite enjoy, so part of this would be to run something different.
And I'm mostly assuming I'm going to have to recruit new players. The RQ players have by and large indicated every other week is the most they can do a late night game (we run 8:30 PM to 10:30 PM Pacific Time which is really late for anyone East of me) and the current off week is Traveller (which I'm not sure how long I'm going to run, I am starting to get burned out on Traveller).
Frank