At Our Table: Town Projects
When I started planning my West Marches campaign I had initially been concerned that the death of a character might result in a player losing interest in the game. So I knew I wanted to set up as many incentives as possible to get players invested in the setting and world. One way I sought to do this was to make sure that characters had as much agency to shape the world as possible. This would hopefully mean that even if a character died, there would still be a meaningful impact from their existence and a sort of legacy or mark left by them. Finding ways to allow that to happen is relatively easy in a game like Cairn, it has agency and player choice literally written into the rules, but I wanted to take it a step further. I wanted players, not just characters, to feel like they were working toward something that could improve and grow. West Marches games generally have things like lore collecting and collective map making to help facilitate this but I double downed on the concept ...