A West Marcher's Guide to Galledall
This article is a guideline on some of the rules for how we are going to run the West Marches campaign. This will serve as a quick Q&A for any asked questions. You will see a question followed by a short answer. If you want more info, click on the short answer to reveal a longer and more detailed answer!
Answer: Probably
Answer: Yes, though try to be lore friendly
Answer: See above
Answer: Yes, but be careful!
Answer: Pretty much brand new and novel to many.
Answer: Sure, but just know it won't be the only kind of adventure you will go on.
Answer: Just ask me first.
Answer: Talk to me and the people you want to adventure with. We'll agree on a time.
Answer: Once per in game week
Answer: 3 - 4 hours
Answer: One real week = one in game week
Answer: Yes
Answer: Look at the guild's task board (currenly a coming soon feature)
Answer: I encourage it
Answer: I'd say no more than 6.
Answer: There is no minimum
Answer: Sure, but...
Answer: We'll handle it case-by-case, but generally...
Answer: Several.
Answer: Absolutely not. Unless...
Answer: See above.
Answer: Depends, but probably mostly through Roll20
Answer: Nope!
Answer: It'll cost you days in downtime, but you can do it.
Answer: Anything you are doing while not adventuring
Answer: Over text or voice chat, you'll tell me what you'll do, I'll ask you to roll, and explain the outcome.
Answer: For now, I'll say no. You have to commit to downtime or adventure.
Answer: Expand for a list of things you will, might, and won't know before a quest begins.
Answer: Sure, hope you like dying.
Answer: Sure, hope you like being bored.
Answer: Level 1
Answer: For now, no.
Answer: You can make a new one when you are ready.
Answer: The more you do, the more famous the guild becomes as a result.
Answer: Yes
Answer: Uhhh probably not.
Answer: Depends, but most likely a long time
Lore & Story
Following is a list of questions for how the lore and story of the world work, from making characters, to playing the gameCharacter Background
Question: Can my character by related to x person or be from y place?
Answer: Probably
Generally speaking this is okay, just be sure to work with me on that. If you want to be the great x 204th grandson of Xhixis that sort of doesn't work. I'm trying not to be too stubborn with my lore, but sometimes things just may not work out. As stated elsewhere, the wiki is public knowledge, and so isn't 100% accurate. Keep that in mind when you say you were at someone's death, or know they are as terrible as everyone says they are *wink*
Question: Can I make up my own cities and towns my character is from?
Answer: Yes, though try to be lore friendly
For instance, you already know that the capital of the United Clans of Midiiz is Midiiz. You can make up your own places, but if I already have the map of a place done then it's sort of too late. However, maybe the city was destroyed, is secretly hidden away, or otherwise is not well known. That'd probably be okay. Just check with me.
Question: May I make my own guilds and organizations I could have been a part of?
Answer: See above
The important thing is that you communicate with me and we work together when making new stuff.
Question: Is it okay if I create an evil character?
Answer: Yes, but be careful!
I really want to avoid your character easily getting the desire to murder everyone in whatever party you are not travelling with, as it'll be a pretty constant issue when you are adventuring. If another character does something that your character cannot tolerate, then you should play your character and kill them. I want you to try, and I trust you, to make characters that don't have this happen too often or too easily. If we have issues of your characters never getting along with groups we'll talk about it but I really don't want to step in. Just keep in mind: If you make an evil character, the party can kill them and not feel bad if they show their true colors mid session. If people are upset because they are getting murdered by their companions, no one is happy, and I won't have fun either as a result. So if you do this, you must communicate with me on it, and carefully figure out how they will work. Alternatively, make an evil character with the hope that they eventually develop into a good character, or make them evil in a way that won't make them want to murder the party.
Question: How common is magic in this world?
Answer: Pretty much brand new and novel to many.
Only certain areas of the world and specific people have had access to magic until the age of restoration. It is not common, which will almost certainly make the guild immediately noticable. It is known to exist, but finding another wizard or sorcerer won't be happening every day. There are no services to revive your party members unless you are in Tilliden, as there are just not real clerics around every corner. There are almost no magic item shops, and the few that exist have a limited selection and are quite expensive. If you want a magic item, you'll have to spend down time looking for magic items and getting making contact with the seller to buy it. If you have been playing in Rise of Aetheon, it'll be nothing like that, you guys have magic items galore. This one will be much slower in terms of magic items, and most will be rewards for hard adventures or specific accomplishments.
Question: I like a specific type of adventure or play. Can I request in my backstory for those kinds to appear more often for me?
Answer: Sure, but just know it won't be the only kind of adventure you will go on.
In your backstory if you say, "I really like dungeon crawling," then I'll make sure dungeons appear more often in your personal quests. Investigating a rumor may turn into exploring an old crypt, and going to claim that hidden magic item you wanted is more likely to require you travel into an ancient vault. However, if you want to help another character with their quests, I'll be tailoring it more to what they want to do rather than you. Most NPC quests will just be made for anyone to go on, so those also won't by typically tailored to you in any way.
And shoul you ever feel in the mood to shake up the kinds of adventures you want to go on (say, you've done 7 dungeon crawls over the last few sessions and want a change of pace) then I can certainly do that. You won't have to worry about marrying yourself to one kind of play.
And shoul you ever feel in the mood to shake up the kinds of adventures you want to go on (say, you've done 7 dungeon crawls over the last few sessions and want a change of pace) then I can certainly do that. You won't have to worry about marrying yourself to one kind of play.
Question: Can I play a race or class not in the official core rulebooks?
Answer: Just ask me first.
As with everything else communication is key. I'll probably allow you to give it a whirl, I just ask you give me a headsup and make sure I'm okay with it.
Mechanical
Following is a list of more mechanical questions for how things are going to work out of game.Scheduling Games & Playing the game
Question: How do we schedule games
Answer: Talk to me and the people you want to adventure with. We'll agree on a time.
You will have to ask others who wants to do that specific adventure and figure out what time works best for everyone. This means you may not be able to go on an adventure. Don't be sad though! There will be more where that came from. When you, your potential companions, and myself all agree on a specific time and day to play the game, then it'll be officially scheduled and the task will be taken off the Guild's task board.
Question: How often can I play?
Answer: Once per in game week
This will allow me to handle both people doing downtime and people doing adventures. I don't want people doing more than one adventure per in game week because I need to have a life too. I imagine I'll probably be playing up to 3 games of D&D/In game week which will be pretty insane.
Question: How long will sessions go?
Answer: 3 - 4 hours
One reason I want fewer people is so we can accomplish more in less time. With 3 or 4, we can get through several rounds of combat in just a couple hours. If a session goes over, we'll call it and pick it up where we left off on an agreed time, even if it would make the quest type longer than anticipated. If this happens, I'll allow you to tell me your downtime for when your characters would have returned home, not when we actually finish. Note however that sessions will be 4 Hours Maximum. And I mean MAXIMUM. We will start at the agreed time and if you are not there, we'll start anyway.
Question: How long is an in game week?
Answer: One real week = one in game week
This is arbitrary, but will mean people can play D&D at least once a week if they want to.
Question: Can we change the in game week to be shorter or longer?
Answer: Yes
I could imagine slowing it down to one in game week to two real weeks, though that'd mean people would only get to play once every 2 weeks. I still may do this, or make it go even slower, when I need a break. Likewise, we may speed it up if people are doing downtime (Maybe you are about to discover the location of a vault with one more good roll) and I'm more eager to DM. I'll also be open to direct input from you, though it'll be a majority rule sort of thing.
Question: How do we know what do to?
Answer: Look at the guild's task board (currenly a coming soon feature)
The task board will have some general tasks that need to be taken care of that are known by the guild.
Question: If I want to find people to help me on a quest I know of, can I post it on the board myself?
Answer: I encourage it
A big part of this West Marches will be player driven. You'll need to find your own things to do and then do them! I'm not going to explicitly tell you to do anything, either as the DM or as a character (for the most part). A special section of the board will be reserved just for Guild Member requests. Make sure you help each other out on your quests!
And to clarify, these are not you making up your own quests out of nowhere - they are you asking your friends to join them on quests that you want to do yet aren't on the board (e.g., explore that dungeon that I learned about from this old map).
And to clarify, these are not you making up your own quests out of nowhere - they are you asking your friends to join them on quests that you want to do yet aren't on the board (e.g., explore that dungeon that I learned about from this old map).
Question: Is there a limit to how many people we bring with us?
Answer: I'd say no more than 6.
While this isn't a hard limit, more than that is hard to handle anyway. The ideal is probably 3 -4.
Question: Is there a minimum party size?
Answer: There is no minimum
Just as it says, there is no minimum.
Question: If there is no minimum, can I have a private session where I do my own thing alone?
Answer: Sure, but...
D&D is a social game, but having private sessions are a neat way to give your character a real sense of depth, as you sort of prove to yourself that they exist apart from your party.
But, keep in mind that if you are playing a private game with me, you're taking up a time slot for another group of people. If you know everyone else is just doing downtime stuff then go for it, but if everyone wants to play it's best to either just wait or do it with a group. Private games should be done sparingly.
But, keep in mind that if you are playing a private game with me, you're taking up a time slot for another group of people. If you know everyone else is just doing downtime stuff then go for it, but if everyone wants to play it's best to either just wait or do it with a group. Private games should be done sparingly.
Question: What if we have to cancel at the last minute?
Answer: We'll handle it case-by-case, but generally...
We will either have everyone stay at the guild and do downtime (if we choose to wait until next week) and I'll re-post the adventure, or we'll go on without the person missing the session.
Playing the Game
Question: What homebrew rules are you using?
Answer: Several.
I've talked to several of you about some of them, and I am undecided on others. Stay tuned for a future page on all the homebrew I shall be using. I'll make it a priority and link the page here when it is completed
Question: Can I kill another player character
Answer: Absolutely not. Unless...
Killing your friends is a great way to pass the time, but killing your friend's characters they love is a pretty quick way to make everyone angry. Even if you were just playing your character, this stuff should be communicated. If you come to me saying you want to kill so and so, I'll say no. I do not want you murdering your companions in cold blood or without clear in-game reason. However, if you and so and so agree to let their character be killed in a cool moment that makes for an interesting story, that'd be awesome! Maybe the rest of the guild will now try to hunt down that character who betrayed them, or he will come back as an NPC. Either way, this kind of thing will mostly result in both players having to roll new characters. However, keep in mind that this god-tier roleplaying will be greatly rewarded.
Question: Can I steal from my fellow guild members?
Answer: See above.
Why can't you all just get along?
Question: What platforms will we play on?
Answer: Depends, but probably mostly through Roll20
If everyone is present to play in person, then we'll absolutely do it in person, otherwise we will do it through roll20. It's a lot of work to try to make a hybrid system work, so those'll be the rules. I recommend getting a headset of some sort or at least some headphones so you can listen to the music over discord and so other's don't hear stuff going on in the background as much.
Question: Will each quest last only 1 session?
Answer: Nope!
This is where things will get crazy. For each quest on the quest board, there will be a field defined by me that gives my estimation of how long it will take. There are a few categories of them:
- Trips: These will only take 1 - 2 sessions, and may be only 1 in game day to a full 2 in game weeks. It may be clearing out a bandit camp, killing some goblins, or making a trip to a nearby settlement.
- Expeditions: These will take 3 - 4 sessions. These will typically be longer journeys that are not easy and may require you travel across the nation. These may include infiltrating an organization, hunting down a captive noble, or completing some other major quest.
- Odysseys: These will take 5 or more sessions, and encompass some of the longest journeys you will go on. You may slay dragons, travel across the planes of existence, or fight entire armies during these.
Question: What if I just want to go to the local tavern or travel to a nearby settlement to ask a few questions or buy a few things?
Answer: It'll cost you days in downtime, but you can do it.
It will depend, of course. If you want to travel to a city that visiting would cost more than a week of downtime for a round trip, we'll turn it into an adventure or you can use multiple weeks in advance if you are, for instance, going on a trip in the real world and won't be playing for a few weeks or know you will be busy. I may rule that certain things can only be done via adventures, but it'll be case-by-case.
Question: What is downtime?
Answer: Anything you are doing while not adventuring
This is open to whatever you want to do. If you are a wizard, perhaps you want to spend your downtime researching the locations of lost magical ruins. If you are a thief, it may be keeping you skills sharp by practicing your talents on the local townsfolk. It may also be getting a side job for a little extra money, making your own spells, or practicing a new language. Your creativity is the limit.
Question: How will downtime work?
Answer: Over text or voice chat, you'll tell me what you'll do, I'll ask you to roll, and explain the outcome.
Downtime will be handled as a day-by-day thing (in game). I'll ask you what you do on day 1, and then may ask you to roll a check or series of checks. Based on the outcome, you'll get a reward (such as money), further completion of a goal (such as crafting a special sword), information (such as the location of a dungeon or a rumor) or experience. By experience, I do not mean experience points, but literal experience in a skill. Perhaps you want to learn the language of the giants, or wish to learn how to forge or become proficient in a skill. These skills take a long time, but will become permanent boons for your character.
Question: Can I adventure and use downtime in the same in game week if my quest lasts less than a week?
Answer: For now, I'll say no. You have to commit to downtime or adventure.
I'll preface that keeping track of everyone is going to be painful enough as is. I'll have to communicate with a lot of you every week and will have to make games constantly. To do this, I'm making the in game week a bite-sized chunk that is easy to handle. Once we figure out how much is too much, or I'm able to manage things easier, we'll see.
Question: Will there be any more info given in quest leads?
Answer: Expand for a list of things you will, might, and won't know before a quest begins.
Keep in mind, these are for NPC given quests.
Also prefacing, All adventures given by NPCs will be designed for 3 - 4 people
Will Know:
May Know:
Won't Know:
Also prefacing, All adventures given by NPCs will be designed for 3 - 4 people
Will Know:
- Minimum and maximum recommended levels
- Where you are supposed to go to get started.
- My estimation for how long it will take in game
May Know:
- Your reward for completion promised by the NPC quest giver.
- Material rewards, such as items or equipment.
- The NPC's estimation for how hard completion will be.
- A summary of what the quest is about (pretty likely, but not guaranteed to be present)
- What kind of adventure it will be (dungeon, mystery, kill quest, etc.)
Won't Know:
- How hard I intend it to be (but it will typically correlate with what the NPC thinks)
Question: Can I, a level 1 Character, go on an adventure with a level 16 party?
Answer: Sure, hope you like dying.
Get rekt scrub
Seriously now...
You can, and if you survive and the party wants to give you the Legendary magic item then sure. Actively unbalance my game. That's fun. I love it.
But also, xp comes from both going on the adventure and performance done. If you do nothing, you'll get (almost) nothing. The most likely outcome is that you'll be dead, and if not you'll be a dead weight and taking up a spot for a higher-level player. But you are free to risk what you want.
But also, xp comes from both going on the adventure and performance done. If you do nothing, you'll get (almost) nothing. The most likely outcome is that you'll be dead, and if not you'll be a dead weight and taking up a spot for a higher-level player. But you are free to risk what you want.
Question: Can I, a level 16 Character, go on an adventure with a level 1 party?
Answer: Sure, hope you like being bored.
Gottem!
Don't be like that!
You can, but it's more than likely you killed more than 80% of the bad guys by yourself, teleported the party back home, and bribed the nobleman with your immense wealth. You risked nothing, and neither did your low level companions, so none of you will get much xp, and any monetary reward you get will probably not be worth your time. Almost all suspense will be destroyed. You'll also be taking up a slot for a lower-level player, so I'd discourage it.
Question: What level do I start at?
Answer: Level 1
However, as your guild becomes more famous, you'll eventually be able to make new characters start off at higher level (though lower levels will always be available to you)
Question: Can I make more than one character?
Answer: For now, no.
Again, as the guild becomes more famous, perhaps. See the guild info section for more.
Question: What happens if my character dies?
Answer: You can make a new one when you are ready.
We'll have to work together on making a new character, but pretty much as soon as you have it written, you can start participating after the end of the next in game week.
The Workings of the Guild
Question: How does fame work?
Answer: The more you do, the more famous the guild becomes as a result.
It's more complicated than that. Generally speaking the more quests you complete, the more you please powerful and infuential people, and the more people you help or save on a quest, the higher your fame goes. Longer and more daring quests also result in more fame (e.g., killing a group of bandits is less impressive than saving a nobleman which is generally less impressive than slaying a dragon). Higher fame results in a lot of different rewards. It is not a quantitative value, but something I'll be keeping track of on my end carefully. It is not an easy thing to raise overnight, and can be lost if you fail quests or displease people. However, upseting certain people may make others like you, and vice versa. Becoming more famous will also alert more powerful people to your presence. Not all these powerful people will be your friends.
Question: Can the guild be destroyed?
Answer: Yes
For the most part, there won't be big bad evil guys who want to destroy the world, but if something happens that upsets the wrong people, they may try to destroy the guild, something which you will have to actively fight against. If the guild's physical location is destroyed, its members killed and scattered, it is game over
Other things such as too many members being criminals or wanted by the law or a powerful NPC may just as well result in the guild's ultimate demise. These things will have some tells if you are paying attention, or spending downtime to run counterintelligence.
Other things such as too many members being criminals or wanted by the law or a powerful NPC may just as well result in the guild's ultimate demise. These things will have some tells if you are paying attention, or spending downtime to run counterintelligence.
Question: Can I destroy the guild if I want to?
Answer: Uhhh probably not.
That kind of thing needs to be worked out with me. If your character feels wronged by the guild and wants to leave, that's fine. If you think it'd be cool if the character appeared more powerful later and wanted to destroy the people he/she hates, then yeah that makes sense. But you won't really be playing the character at that point, I will. In short, don't do things that could potentially ruin other people's fun.
Or things that would throw away your DM's hard work and preparation
:(
Or things that would throw away your DM's hard work and preparation
:(
Question: How long will downtime activies take?
Answer: Depends, but most likely a long time
You can create spells, magic items, gain skills, seek rumors, build monuments, and do basically whatever you image in your downtime. However, some of that stuff can create years. The DM's guide goes over all of that and the fun thing about this campaign will be that we get to use it for the first time. Know that making magic items and spells will not be easy or short, and will take months of in game time before it is complete. Your first magic item or spell will probably be defective, weak, and more trouble that it was worth, but that experience your character will gain will make the next item or spell go faster, and be stronger. Things like building a stronghold for the guild are awesome, but will likewise take a lot of time and money. If you work together on your downtime activities it'll go faster, but many tasks will require expertise, money, time, and special resources. I'm giving you a heads up so you aren't immediately discouraged when something isn't done quickly. You will have to earn every item you craft and place you establish.
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