• Players can suggest or join sessions on an at-will basis. There is no assumed set party – characters can adventure in many different groups.
  • Parties will made of 3-5 players. No more no less
  • Players who are not fully prepared to play within an hour of scheduled play time will not play in that session
  • Players will be warned if they are partaking in actions that are ruining the fun for other players (this includes the GM) after 3 such warnings the play will no longer be invited to play until Eric is feeling merciful.
  • Each session is presumed to be self-contained. Players venture into the wild, find or are found by adventure, and return home each session.
  • New characters start at level 2. Characters keep whatever gold, inspiration,and fate points they earn from session to session, and characters may (until further notice) group with other characters of any level.
  • Every character starts each session in Harding. If characters have not returned home by the end of the session, they automatically return after play has ended.
  • Players are penalized a cost of 1GP/Lvl per mile they must travel back home after the end of a session.
  • The world of the West Marches persists beyond each session. If players have made a change in one session, other players will see that change if they follow the same path in a later session.
  • The town of Harding is, for whatever reason, safe. Adventure is found beyond civilization's edge. Characters can rest here between sessions and come to no harm. Likewise, there is nothing of interest for you back in the cities surrounding Lake Aldrich. Adventure is found in the wilds beyond.

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