West Marches

Fell Adventures is a West Marches style campaign. This means every session begins and ends in town, the players decide what to do and where to go in advance, and all sessions take place in a shared game world.

Begin and End in Town

Each session is self-contained, beginning and ending in town (or in a city, outpost, established camp, et cetera).

If circumstances prevent characters from returning to town before the session ends, those characters are unusable for further adventuring (new characters may be created or pregenerated characters may be used instead) until a majority of the involved players can gather and return the group to town.

Alternatively, the stranded players may put their lives in the hands of fate and roll for it. (See the "Retreating from the Dungeon" roll in the B/X House Rules.)

Planning Adventures

Adventure planning happens in the Fell Adventures Discord server, in the tavern, in the adventure planning channel.

After consulting previous session records and reviewing gathered rumors, players decide where they’re going and what their goals are. They then gather the party of characters to be used, keeping in mind that characters can only adventure together if they’re within four levels of each other and made using the same ruleset (B/X or 5E). Lastly, they purchase needed supplies and prepare for departure.

At the next scheduled session (or a session scheduled or selected by the participating players) play proceeds following the laid plans.

Shared World

All adventures take place in the same shared world. There is no main plot to follow (or, at least, only a very loose one). The focus is on the emergent story that results from player actions and choices, and the consequences of such.

The environment and the people in the world respond to the players’ actions, for good or ill. Factions rise and fall. Alliances are made and broken.

Everything you do matters.