Westmarches as a style refers to a sandbox world in which multiple gamemasters run adventures for fluid groups of players. Each session is designed to be self-enclosed, with the characters returning to civilization afterward. Watch
this video and read
this blog for more details.
Guiding Principles
- Player Driven
- Drop In Drop Out
- Closed Economy
Players are encouraged to be proactive organizers of play sessions. Think about what you or your character would like to explore. Would you like a mission that gives you insight into orkish culture? Would you like a mission that will reward you with blood pebble armor? Do you want to know more about a particular Passion? Have a particular idea for something that might be happening out in the world? Talk to a GM, and together you'll work out an appropriate adventure hook.
You will need to decide what Circle rating the mission should be (your own, plus or minus one), and what difficulty (easy, average, or hard). The GM will then go away and design your adventure. Meanwhile, you are responsible for scheduling the adventure, posting it in the Missions thread, and selecting the team of adepts who will join you.
The modular style of gameplay means that you can play as often or as little as you like; can easily alternate between GMing and playing; and can influence the content of your adventures to be the flavor you enjoy.
So that rules are consistent regardless of which GM runs a particular session, we have guidelines for encounter balance and mission rewards. We use Rules as Written (RAW), with the
official errata always overriding the book. When RAW is either unclear or does not have the answer to a particular question, any developer comments made on the
FASA forum will be taken as authoritative. In the event that there are no developer comments, a poll of the active player base will determine the fairest and most reasonable answer or interpretation.
All answers and clarifications will be recorded in the House Rules section of this forum.