June 19, 2026 · 7-min read
What Is a West Marches Campaign, and Should You Run One?
The open-table, players-organize-it style of D&D that fixes the scheduling headache, explained plainly.

A West Marches campaign is an open-table D&D game where a large pool of players forms smaller groups, picks their own adventures, and explores a dangerous wilderness at their own pace. Instead of one fixed party meeting every week, you might have ten or twelve players, and whoever is free that night organizes a session into the map's unexplored corners.
The format was popularized by DM Ben Robbins, and it solves the single biggest problem most tables face: scheduling. Nobody has to wait for all six people to be free on the same Tuesday. Three players free this week? They run a session. A different three next week? They run a different one.
How does a West Marches campaign work?
The core idea is that the players drive everything outward, and the DM reacts.
- The players organize. They check who is available, agree on a goal, and tell the DM "we're going to the Sunken Barrow this Friday."
- The DM runs the world. You prep the area the players announced they're heading to, not a fixed weekly plot.
- Each session is self-contained. Groups leave town, adventure, and return to town by the end of the night. Nobody's character is stranded mid-dungeon waiting for the next game.
- The map is the campaign. A wilderness sprawls out from a single safe hub. The farther players push, the deadlier it gets and the better the rewards.
That "return to town" rule is the quiet genius of the format. Because every session starts and ends at the same safe hub, any combination of characters can go out together next time. No continuity headaches.
Where did the West Marches idea come from?
The style grew out of a real home game and has been adapted endlessly since. The label describes a structure, not a setting or a rulebook, so you can run it with the core 5e SRD rules you already know.
You don't need anything special to start. A blank hex or point-crawl map, a starting town, and a few nearby adventure sites are enough. The world reveals itself through play as different groups bring back rumors, maps, and warnings for everyone else.
What makes a West Marches game different?
If you've only played traditional campaigns, a few things will feel new.
- No set party. The cast rotates. A cleric who joined last week might sit out the next three sessions, and that's fine.
- Players set the goals. There's no railroad and no "the story needs you here." Players decide what's worth the risk.
- Player knowledge is shared, character knowledge isn't always. A big part of the fun is groups posting session reports so everyone learns what's out there.
- The world doesn't wait. Time passes between sessions. A goblin warren left alone might grow into a real threat.
This shifts your job as DM. You're less a storyteller marching everyone through a plot and more a referee running a living place that reacts to choices.
What do you need to run one?
Here's a practical starter checklist before session one:
- A hub town with shops, a board for rumors, and a couple of memorable locals. Strong NPCs your players actually remember turn a town into a real home base.
- A region map divided into zones, with rough difficulty rising as players move away from town.
- Three to five adventure sites seeded near the hub. A cave, a ruin, a haunted farmstead. Enough to give the first few groups choices.
- A communication channel. A Discord server or group chat where players plan sessions and post reports is the engine that keeps the game running.
- A scheduling rule. Decide how players claim a session, how far ahead, and how many people are needed to run one.
- A shared rules baseline. Settle the basics so any group plays the same game.
Because each outing is short and self-contained, this format pairs beautifully with light prep. If you can prep an adventure site fast, you can sustain an open table without burning out. Our guide to prepping a session in 30 minutes was practically built for this rhythm.
Setting the difficulty curve
Make distance equal danger. Players should be able to look at the map and reason "that's a long way out, so it's probably above our level." Reward smart risk-taking, and let retreat always be an option. A West Marches world should feel like it could kill careless characters, which makes survival mean something.
What are the downsides of a West Marches campaign?
It isn't the right fit for every group. Be honest with yourself about the trade-offs.
- It needs a bigger player pool. A handful of regulars isn't enough to keep an open table moving.
- There's more admin. Scheduling, tracking what each group did, and keeping the world consistent is ongoing work.
- Long arcs are harder. Deep, personal character stories don't develop the same way when the cast keeps changing.
- It leans on player initiative. If your players want to be led, the player-driven structure can stall.
If you read that list and the deep-character side is what you love most, a traditional campaign may serve you better.
Should you run one? A quick gut check
Run a West Marches campaign if most of these are true:
- Scheduling a full party every week is a constant struggle.
- You have, or can recruit, eight or more interested players.
- You enjoy worldbuilding and reacting more than scripting a plot.
- Your players like making their own goals and taking risks.
Lean traditional if you have a tight group of four or five who always show up, or if you want a single continuous story with deep character arcs.
How do you get started this week?
You don't need to build the whole world first. Try this:
- Draw a small region map with a town in the middle.
- Stat up two or three nearby sites using monsters from the SRD.
- Recruit your pool and run a session zero to set expectations, even though the cast will rotate.
- Spin up a Discord and post one rumor to bait the first group out the door.
- Run your first outing like a one-shot. Town, adventure, town, all in one night.
After that, let the players pull the thread. Each session report seeds the next adventure, and the campaign grows itself.
A few table tools make the rotating-cast format much smoother: printed maps, encounter references, and character journals so returning players remember what they did. If you'd like ready-to-use sheets and DM resources, our printable shop has packs built for exactly this kind of table.
West Marches isn't more advanced D&D, just a different shape. If weekly scheduling has been the thing standing between you and a regular game, this format might be the fix you've been looking for.
Parchment & Dice is not affiliated with Wizards of the Coast. This article references the SRD 5.1 only.
Frequently asked questions
- How many players do you need for a West Marches game?
- Most West Marches games keep a roster of six to twelve players and run sessions with three to five of them at a time. The bigger your pool, the easier it is to fill a table on any given night.
- Do you need more than one DM to run a West Marches campaign?
- No. Plenty of West Marches games run with a single DM who schedules one session a week. Multiple DMs help if your group is large or you want sessions running in parallel, but it is optional.
- Is a West Marches campaign good for new DMs?
- It can be. Self-contained sessions and no long-running plot mean less prep pressure between games. The trade-off is managing a shared world and a larger group, so it suits a DM who enjoys the social and logistics side.
- How is West Marches different from a normal campaign?
- A normal campaign has a fixed party and an ongoing story the DM drives. West Marches has a flexible cast, player-chosen goals, and a sandbox world the players explore at their own pace.
- Can you play West Marches online?
- Yes, and many groups do. A Discord server with channels for scheduling, session reports, and a shared map works very well for an online open table.
- west marches
- dm advice
- campaign management
- dungeons and dragons
- open table
- 5e
Related reading
- How to Make NPCs Your Players Actually RememberHow to make memorable NPCs in D&D: give each one a clear want, a single quirk, and a distinct voice your players can latch onto in seconds.
- How to Prep a D&D Session in 30 MinutesLearn how to prep a D&D session in 30 minutes with a simple checklist: one strong scene, a few stat blocks, names, and loot. No burnout required.
- How to Fill Out a D&D Character Sheet (Step by Step)Learn how to fill out a D&D character sheet step by step, from ability scores to spells, so your first 5e character is table-ready.