Ending Season 0 of my West Marches game

    I have run a West Marches game for 9 months now, and i'm about to end my trial run and take a few months off to rework things and get everytihng in a "final" state. We have been playing lotfp with a slightly wonky mix of OSE and other random mechanics tacked on, like Jeff Rients' random advancement tables as class feats you pick up at level 2 and then every 3 levels after that. 

    I was thinking of taking a break and retooling some things for a while, and then the players are on a collision course with some witches (The Coven of the Cold Moon: humanoid goat-witches trying to break the seals and reopen the gate for Dolmenwood's Cold Prince) so i figured the big showdown there would be an excellent place to let things hang for a while.

So while I take a break from that I will be using this blog to detail the campaign so far, how I set it up, what different problems I've encountered and what tweaks I will make in hopes of creating a more streamlined and interesting play experience.

Here are a few of the maps I've drawn up for the wilderness and the town




And here is Dorp, the city on the hill. Raised up and protected by Nauglamir, the major god of Law in this miserable Chaotic world. Farmers cultivate crops in terrace farming, neat rows of hemp and poppy (and food too I guess) spiral down the hill while goats and sheep run rampant on the hillside.
Left is a rough copy made with roll tables and later colored in for different districts. Right is a WIP of a cleaner version



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