nockermensch wrote:
1) The logistic problem: How do I deal with having to interrupt an adventure due to the unavoidable "it's like 2AM and we have to work tomorrow" problem? The old solution of stopping the game at that point and then resuming next session would kill the flexibility aspect of a West Marches game.
Probably the best option here is seriously the sitcom / serial / syndication option.
When sessions are scheduled, they have tight start and end times scheduled. If the PCs fail to clear out an area / find a treasure / escape from the locked room by the end time.....they are somehow back in the town's pool of available adventurer's when the next session starts. You can handle this by handwaving it, or by a running narrative expedient of "well really the ending wasn't that exciting, but it made a better story than "and then we trudged back to town"" or you could do something like give each major expedition exactly one
Word of Recall scroll to let them port back to town instantly.
The other option would be to go the route of the early Wizardry games and have adventurers get stuck in the dungeon whenever you had to power off without getting back to town. Meaning that you'd have to have a second party go off to find them and bring them back. This could work for a West Marches style game if and only if there was no player overlap between the "get stuck" session and the one immediately following it.
2) The philosophical problem: With the PCs initiating all the adventures, they are "adventurers" in the hardcore sense applied to the East India Company: "here's a land full of exotic green people: lets kill them and take their stuff."
Well my reflex there is to have the wild lands beyond "civilization" populated by creatures whose civilizations aren't recognized as such - much like the expansion of settlers into most real world frontiers. The Natives are just not seen as people by the powers that be. But in a West Marches style setting, the PCs are the only real adventurers and will be making first contact situations and therefore get to decide whether to see these guys as monsters, savage people or respectable people. But this sort of game PCs should totally have the option of talking, trading, raiding, or warring with them, and different Native groups had different customs and pre-existing talk/trade/raid/war situations between each other. So yeah, PCs can go wipe out the Orcs and take their stuff; or they can talk with the Orcs to find out about the lay of the land and Orkish treasure myths; or they can set up trade with the Orc Chieftain allowing them to resupply without going all the way back to town, or they can forge an alliance with the Orcs in the longstanding Orc vs Gnoll war, or they can decide that the need to convert to Orcs to the worship of Hextor, or whatever.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."