D&D — West Marches “Guild Hall” Campaign

I have a grandiose idea for a Dungeons & Dragons setting. Something that, if executed well, could hold an amazing standard for how the game is run among my group of friends. It changes the dynamic of the game a great deal, because it screws with the fundamental “game night with a group of friends”.  The idea behind the West Marches campaign is that you have a small community of people that set up periodic events.

Now, I won’t simply elaborate on what a “West Marches campaign” is supposed to be, though I’ll leave a link to the video I found on YouTube where I learned about it. Instead, I’ll just talk about my ideal implementation for the “Guild Hall” campaign, which has strong synergy with the concept of West Marches.

Imagine this. You and thirty or more people you like to hang around all want to play D&D. So instead of splitting off into five different groups that meet at various times, you make a group. (A Facebook group, a Discord channel, whatever. Ideally, though, I would want an entire website dedicated to it, complete with maps, forum channels, etc.) That’s step one.

Collectively, you all make a guild. The worldbuilders in the group can also get together and start to put together a cohesive map. Then, everybody makes characters. Every person in this 30+ group is a member of the guild. For this post, let’s call the guild ‘Froststar’. They all start at Level 1, with basically nothing. They have an abandoned warehouse that serves as the guild hall, sleeping on bedrolls and probably making friends with various rodents.

The goal of this campaign is to build the guild’s renown. You want Froststar to be the most popular guild in the entire city. Maybe even kingdom or continent. They have to pool their earnings, upgrade the guild hall, compete in Guild tournaments (not unlike Fairy Tail, if you’ve read/seen it). The guild starts at the bottom, but over time will acquire followers, build up their headquarters, and make a name for themselves.

“But wait,” you ask. “How is a group of 30+ people play D&D all at once?” Well, you don’t. That’s what the website is for. Here’s how it works. One member in the group calls for a session, and anyone that wants to jump in is welcome to. The games don’t happen weekly, but instead are handled on a case-by-case basis. This campaign could easily have three dungeon masters, as well. The only thing you’d need to do is compare notes after a session. (I imagine the DMs wouldn’t have characters in the guild, but I don’t see why it isn’t doable. All they have to do is be able to separate player/DM knowledge from character knowledge and you’ll be fine.)

By virtue of how this would work, pretty much all of these sessions would be one-shots. Everything starts and ends in the city, where the guild hall is, because you can’t have these five characters go to a neighboring city and have them also be a part of the next session. Because of this, a calendar where the DM(s) keep track of who is where and when would be essential. (Plus, a guild tournament where they compete against each other would be a yearly thing, so it is something Froststar should be planning around, and it can be the “topic” of those sessions.)

The number one danger with this set up is that people will inevitably gravitate towards specific people. Probably people they know better than others in the group. You don’t want the same people inviting each other to sessions over and over again, because that is the opposite of the hive mind mentality you want the Guild Hall campaign to be. You want to invite people that have abilities or characteristics suited to your goal. If you’re going to an ancient crypt, invite the hunter whose favorite enemy is Undead and the cleric who can Turn Undead. But if the group of 30+ people start splitting off into teams, that defeats the entire purpose of the campaign. So, how do you solve that? Simple: you can’t invite the same people twice in a row.

So, that’s the gist of the West Marches inspired “Guild Hall” campaign. The best part about it is that people can leave or join the guild without disrupting the flow of the in game world. Theoretically, you could set up a website with all the original members, and have it’s community be completely different ten years later, but thriving all the same. That fantasy really speaks to me, because that’s what Dungeons & Dragons is all about.

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