Skip to main content

The West Marches Season 3

Winter has come and gone...

Its finally summer and its a scorcher out there! To bring your internal temperature down, here are some cool new thoughts and ideas for season 3 based on player feedback and my own experience.

Reflections from Season 2

Winter is cool and all, but my "overarching plot" ideal didn't really pay off like I had hoped. My intention was to have a central goal for everyone to work towards, but it seemed that the smaller scale, personal arcs were more intriguing and engaging. This is just from my own observations because I myself found it more fun to prep little hints here and there that led towards players discovering aspects within their characters backstory that we crafted together, albeit in an indirect fashion. In addition, with our style of game, the "campaign" play-style is very difficult if not impossible to facilitate with drop-in rotating players and parties. I think just embracing the West Marches style and marrying that with character and backstory driven adventures will be our best bet. Play to our stats so to speak.


On the Horizon for Season 3

  • Adventures grounded in character backstory and repercussions from past choices
  • Weekly recaps of events by DMs supplemented by players.
  • More emphasis on businesses and establishing "home-bases"*
  • "Legendary" item quests**
* This is a toughie, it really hinges on players banding together because it would be very tough to run 25+ individual business and guilds, but I'm sure we can figure something out.

** These legendary items would be rare finds, but instead of being that single legendary sword, it would be x amount of legendary swords (x = the number of players at the session).

Overall, my hope for season 3 is that it is just like how we started out with season 2. Adventures involving key NPCs, smaller-scale and personal to the players.

Thank you Jason and all the players!

None of this could be realised without the help and expertise of Jason, running our Thursday sessions. Thanks for running games and provided imaginative fun for the players to enjoy. I had an awesome time at the couple of sessions I was able to attend with you in the hot seat.

Thanks to all of the dedicated players who make this game in high demand. I truly appreciate and cherish the time we spend in imaginationland together and thank you for being decent human beings.

I almost forgot! Thank you Board n Brew and the staff at Board n Brew for bringing us awesome food, drinks, and a great space to play week after week!

I'm looking forward to season 3!

Roll well,

Mack 

Comments

Popular posts from this blog

Season 3 Episode 1 Recap: July 3rd 2018

Cazzo Seeks Freedom Our intrepid heroes gathered at the Cat's Cradle in Whiteclyff, heeding the call of the proprietor, Cazzo Frieneli. Having survived for many years constantly feeding the Black Blade, Cazzo was growing weary and sickly from its effects. Like an addiction, each time he fed the blade by slicing his hand and allowing it to drink his blood, it continued to hunger for more. Cazzo selected Aphelion, Kanto, Sweet Summerchild, Sulla, and his old companion Bree the Dragon Slayer for this task. They knew not as to where they should begin and so, on a whim, Sweet suggested they roll out a map, and let the fates decide. The dagger flipped, and tumbled through the air and pierced a point on the map, Mount Cinder, a dormant volcano in the Wyrmsoke Mountains. The Cat's Cradle Taverna Into the Wyrmsmokes The party set out by boat at dawn the next day down river. Upon reaching their intended shoreline, they were set upon by a small squad of Hobgoblins and Bugb...

Dealing With Devils

From the Chronicles of the Peacemakers. Events of the 12th of Rain's Hand, 836 P.S. The party - Aramir, Tordek, Haakon, Murmarsaryese, Echo, and Tulgey - hear of refugees arriving from the North-east. The people speak of ambushes and abductions en route, reports of fiendish creatures, devils. The party proceeds, discovers a crenelated tower in the Darkinwood. Roughly humanoid, winged figures fly around it, in and out of windows. Another flock of the creatures approach with an abductee, party hide in treeline while Haakon and Aramir stand in a clearing and try to lure them down. The fiends ignore them, drop off abductee at tower, return to the clearing with more numbers. Hidden party members are immediately spotted and set upon. Party dispatches the devils, their corpses begin to decay rapidly into noxious, sulphurous smoke. Tulgey is sickened for a time. They move away from the site. Approaching the tower, they find it attached to a small, thatch roofed building. Echo sens...