The West Marches series · four books

West Marches

Campaign Playstyle Series

Run one open campaign for more players than fit at your table. Whoever is free tonight heads out from a safe town into a dangerous wilderness, and the next group has to live with what they find.

By Karl Otto Kristoffersen · system-neutral · PDF and print on DriveThruRPG

West Marches Game Master Workbook West Marches Campaign Playstyle Guidebook West Marches Party Ledger West Marches Player Journal
4,450+copies of the Guidebook
Mithralbestseller medal on DriveThruRPG
4.64average from 160 ratings
4books, one for every seat
The playstyle

No fixed group. No plot to steer.

A West Marches campaign has one world and many players. There is no weekly group. Players say when they want to play, and whoever shows up that night forms the party.

Every session starts in town and ends back in town, or it does not end at all. The party sets its own goal, marches out and comes home with a map, a rumor or a dead friend. The next group walks into whatever this one left behind.

The name comes from a campaign Ben Robbins ran and wrote about on his blog, Ars Ludi. I wrote the Guidebook after running my own, because I wanted the whole method in one short book I could hand to another GM.

West Marches Campaign Playstyle Guidebook, softcover
How a night runs

Four steps, every session

1

The town board

Rumors, open jobs and old maps hang where everyone can read them. Players pick what they want to chase.

2

The goal

The party agrees on one goal before they leave. One sentence. The GM preps that, and only that.

3

The march

Out into the wilderness. Danger grows with distance, so how far to push is the players' call.

4

The report

Back in town the map is updated and new rumors go up on the board. Now the next group has something to chase.

Rumor board, Thornwatch

  1. The ferryman will not cross after dark. He will not say why.
  2. A second party found the old watchtower empty. The first one did not come back.
  3. Someone is paying in silver for wolf pelts. Lots of them.
An example board. The free Expedition One-Sheet has a blank one.
The four books

One book for every seat at the table

The Guidebook teaches the method. The other three hold the campaign together while it runs, one for the GM, one for the group and one for each player.

West Marches Campaign Playstyle Guidebook cover
Start here

West Marches Campaign Playstyle Guidebook

The method. How to run one open campaign for more players than fit at your table, and keep one world consistent for every group that heads out.

  • The six core principles of West Marches play
  • How to prepare one session at a time, for whoever shows up
  • A safe home base, a dangerous wilderness and how the two connect
  • Sharing discoveries between groups so the world grows
See it on DriveThruRPG
Written by Karl Otto Kristoffersen · PDF, softcover, hardcover and audiobook · 4,450+ sold
West Marches Game Master Workbook cover
For the GM

West Marches Game Master Workbook

The paperwork of an open campaign, already laid out. One place for the world, its factions, NPCs, rumors and quests.

  • Region sheets for mapping the wilderness zone by zone
  • Faction and NPC pages with goals, standing and history
  • Session logs that record what each group changed
  • Rumor and quest tracking across groups
See it on DriveThruRPG
Written by Karl Otto Kristoffersen · 1,450+ sold
West Marches Party Ledger cover
For the table

West Marches Party Ledger

The book the players keep together. It moves the shared bookkeeping off the GM and onto the group, and over time it becomes the history of the company.

  • Company charter, rules and roster
  • Expedition records and maps drawn as the players find them
  • Loot, standing debts, allies and rivals
  • The graveyard, for those who did not come back
See it on DriveThruRPG
Written by Karl Otto Kristoffersen · 1,300+ sold
West Marches Player Journal cover
For each player

West Marches Player Journal

One book per player, carried between sessions. What your character saw out there, what they owe, and what they mean to do next time.

  • Identity, background and goals
  • Gear, wealth and what is owed
  • Travel log, expedition by expedition
  • Legacy pages for what the character leaves behind
See it on DriveThruRPG
Written by Karl Otto Kristoffersen · 1,300+ sold
Get all four in the Playkit

The bundle on DriveThruRPG only charges you for the books you do not already own.

EnglishItalianoEspañolPolski, coming
Questions

Before you buy

Which game system does it work with?

Any of them. The books are system-neutral. They describe how to run the campaign, so they sit next to Shadowdark, OSR games, 5e, Pathfinder 2e or whatever you already play.

Do I need all four books?

No. The Guidebook is the method, and it is enough to start. The other three are working books for the GM, the group and each player. If you want everything, the West Marches Playkit bundles all four.

Is there something free I can try first?

Yes. The West Marches Expedition One-Sheet is free. One page per expedition: who marched out, what they were after, what happened and what came home.

I want lots of tables. Is this the right book?

The Guidebook is about how to run the campaign, and some readers wanted more tables. If that is you, pair it with the Sandbox Playstyle Toolkit: The City for the home base and the Hexcrawl series for the wilderness.

Is it available in print?

Yes. All four books are print on demand from DriveThruRPG, in softcover and hardcover. Shops can order them at retailer terms on the vendor page.

Is it available in other languages?

The Guidebook is out in Italian on DriveThruRPG and in Spanish from El Refugio de Ryhope. A Polish edition is on its way.

Was AI used to make it?

I wrote the books myself. AI tools were used as a final proofreader for typos and inconsistencies. The text, art and layout are made by people.

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