The Brighthaven East Marches is a West Marches style game, set in a unique continent we have created in the past months. All the one shots played within the East Marches campaign contribute to growing this brand new universe and make it yours.
- A West Marches style game has the following characteristics
There is no regular game time or time slot; each session is organized on the fly. Players decide where they wish to go and what they wish to do, and then contact one of several DMs to run the game for them.
- There is no regular party or group; each session has the potential to have different players from a large pool of potential players.
- There is no overarching plot or story; the players decide what to do and where to go. The setting is – in essence – a giant sandbox.
Our very own East Marches setting follows these same rules and also adheres to a few other classic tenets of a West Marches style game:
- The setting places the action at the frontier of the unknown. New lands to be discovered, new people to meet, and new monsters to fight – or run away from. A desire to discover and explore lies at the heart of any West Marches style game.
- The setting focuses on a single hub city and the players’ explorations going outwards from that city. In our case, this city is Brighthaven, a newly established bulwark of civilization in an otherwise unrelentingly hostile and foreign environment.
- The single hub city is Safe, capital ‘S’. Brighthaven is where all adventures end and where weary adventurers can rest their heads and feet without fear of being killed in their sleep, or burgled as they have a drink at the local tavern.
- Everything surrounding the hub city is Unsafe – also capitalized as you can see – and is considered dangerous and strange, if not downright scary. Anyone setting foot outside of Brighthaven is considered fair game for the ruthless predators lying in wait just outside of its borders. Whether those predators are monsters, or your fellow humanoid, or something else entirely… That’s for those daring enough to venture forth to find out.For more info on the mechanical innards of the setting, see the “How do I play” and the “Rules” sections.