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Jack Webster
  • Home
  • Play
    • Book a Game
    • TTRPG Store
    • Gamemaster Academy
  • Blog
    • Of Epilogues
    • Mapleblade: Elders
    • Think They Heard Us? Attention Dice
    • Almatter Farm II: Break
    • Almatter Farm I: The Ring
    • World Trees & Worms
    • Two-Tiered Health and Bastionland
    • Git Gud: Dark Souls, Hope, and Tenacity
    • 2025
      • For the Realm, for the Kids
      • ADHD with Goodup
      • I'm Published! Griot & Rhyme and Lime
      • Lessons from Ryoshi
    • 2024
      • 5 Questions Before Combat
      • Making Bad Decisions
      • The Supreme Intellect's Advance: A 2-Minute Adventure
      • Ordin Willowbrim's Diary
      • "Is this the End": On Death and Dying
    • 2023
      • Eight Attacks Per Round
      • On Subsystems
      • Divorcing D&D
      • Kapital
  • Poetry
  • MapleBlade
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  • More
    • Home
    • Play
      • Book a Game
      • TTRPG Store
      • Gamemaster Academy
    • Blog
      • Of Epilogues
      • Mapleblade: Elders
      • Think They Heard Us? Attention Dice
      • Almatter Farm II: Break
      • Almatter Farm I: The Ring
      • World Trees & Worms
      • Two-Tiered Health and Bastionland
      • Git Gud: Dark Souls, Hope, and Tenacity
      • 2025
        • For the Realm, for the Kids
        • ADHD with Goodup
        • I'm Published! Griot & Rhyme and Lime
        • Lessons from Ryoshi
      • 2024
        • 5 Questions Before Combat
        • Making Bad Decisions
        • The Supreme Intellect's Advance: A 2-Minute Adventure
        • Ordin Willowbrim's Diary
        • "Is this the End": On Death and Dying
      • 2023
        • Eight Attacks Per Round
        • On Subsystems
        • Divorcing D&D
        • Kapital
    • Poetry
    • MapleBlade
    • Store
      • Bushcraft
      • TTRPG Store

Blog

Thoughts and feelings about Tabletop RPGs, game design, and fantasy writing

Poetry

Mixed form work about love, death, hope, and decolonization

GM Academy

Articles and Resources for the aspiring Game Master

Mapleblade

Loosely connected long-form fantasy fiction

Book a Game

Play DnD, Werewolf, or set up a private Mini Paint and Sip! 

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Of Epilogues:

Lessons from West March II: Crag

10/20/26

October marks the end of an experiment I’d given a shot to: A multi-game-master game with a persistent world and a shared wiki. 

Original, I know. But who doesn’t aspire to pull off a successful West March mega-game?


The game was picked up from a GM that pulled some basic elements together into a two-shot and had to disappear for a bit. And Icarus’ ghost took my hand and whispered that I could. 


So naturally, I proceeded to recruit everyone that’d been interested in DnD ever and invited them to come play. I ran the world in DnD5e with a central hub town, Crag and hoped to build a fully fledged wiki around the adventures, locations, and characters. 


Click to Expand, or Read More Blog Posts Here

Problem 1: Who holds the pen? 

I started the wiki and so I had to populate it with quests and the basic info around the town and NPCs. And I asked players for their PC information, and then for session recaps to upload when I had a minute. This worked for a few weeks, until it didn’t. Prep and recovery times shrunk under the weight of other responsibilities and a struggled to find a way to allow players to upload themselves, without having access to the entire mass of hidden information and plans stored on the wiki. One never materialized and the wiki survives with massive gaps, a monument to my shame. I hope to someday clean it up and add epilogues so it’s at least conclusive for players and people they tell about it. VVD was the tool of choice and the wiki lives HERE. 


Problem 2: Table Bloat

Because we have no budget, my GMs were of course volunteering. And sometimes, volunteers get tired or burnt out or busy. Sometimes that notice comes late, and sometimes a player decides to bring a friend without any notice (a culture problem I’m solving for my next table). There were multiple paths there, but all the same, I ended up solo GMing for tables of 8-10 players on multiple occasions. During those sessions, whatever plans I had usually dematerialized so I could retool encounters to give players some things to do/explore/survive. Session quality dipped heavily then, and I had a few players bow out or taper off due to it (though one went to start her own table, so that’s a win!).


Problem 2.5: (No) Onboarding

I believe in session Zero. I believe in collectively setting expectations around tone, content, and scope/scale early so we’re all on the same page with characters and behavior we bring to the table. This happened with my initial 4-5 players and for the few that showed up early so I could onboard them and build characters with them. Most players, though, built a character in a 10-min crash course off to the side or showed up with something and jumped straight into the quest of the day with no real groundlaying. I recognize this as a disservice to Roleplaying babies but it could not be helped due to my also managing the game store’s Boardgame Night during gametime (incredibly wild decision in hindsight).The new campaign’s sessions will be pre-planned and RSVP only, with two or three reserve players in case folks can’t make game night. 


Problem 3: System

If you’ve been following, you know how I feel about Dungeons and Dragons proper. I’m not a fan, in simple terms. I inherited the game and elected to keep the system since players spent an evening building their characters. I know my way around 5e, sitting on several thousand hours of professional table time running it. But I believe that passion and love for the vehicle you’re driving shows in the ride fo passengers, and I recognized this too late. I attempted a soft pivot to an EZD6 hack, rebuilding 5e characters into the system and frakenstiening both system’s magic systems so folks wouldn’t lose their spell lists. Sessions were different. Definitely ran smoother, especially the big ones. But player confusion around sheets and the like was evident and shared with me, and part of me wishes I’d made the firm call to pivot earlier. I ended up reverting the attempt and just powered through to the end with 5e. 


The next game will be run with CHASING ADVENTURE from session zero so we’ll be good there. 


Problem 4: Player-Drive

This really is the magic bullet that I have only been able to implement in Mythic Bastionland games: allowing players to completely steer things. The model I chose ended up having GMs build out quest models that players could select from. I think a stronger initial map and more clearly defined world powers/factions and locations/hexes could have been helpful there. It might be time for me to convert my master TTRPG gameworld map into a proper system-agnostic hex-map. 


Win 1: The Wiki

Holy shit, a campaign wiki is AMAZING! As fractured as what we ended up with might be, it’s still such a cool investment. Players enjoyed it and were able to pull things up midgame for stats or details, and I learned that a player was just reading the lore for fun and noticed some details lining up with post-game epilogue stuff that we worked out (my heart). VVD allowed for amazing Gamemaster collaboration, and we planned quests, collaborated on items, characters, and lore right in the entry’s hidden notes. 10/10, I want to have one for every game I can, moving forward. I definitely intend to build one out for each of my pre-made adventures and include it in my primer for pro games. 


Win 2: Dragons

I didn’t actually get to use a whole bunch of the lore and plans we ended up making for the campaign due to things tapering off the way they did, but I have some fun ideas in the pocket to use in the future.


Win 3: Downtime

The first 10-30 minutes of our sessions involved what our characters got up to the previous week (because time is always passing in the game-world). We’d roll dice pools to accomplish specific tasks (Research the Wyvern Egg you found, Help the goblin prisoners detox, Attempt to make friends with the local wolf-pack) that were not particularly dangerous and not in the realm of a Quest proper. Players also rolled for how much money that made the previous week doing their various tasks and some of them got really creative and were able to dig deep into their characters’ thoughts and mannerisms during this process. Absolutely making room for more Ma moving forward. 


Lessons Learned

  • If you didn’t RSVP, you’re probably not playing with me that night. I got my reps in with pacing and on-the-fly encounter design with the player table that could sometimes balloon mid-session. Fun as it was, I won’t allow it again. 

  • Downtime can be fun! I picked up the Dice Pool subsystem from Grimwilds and will likely carry it forward in all campaigns. Long rests aren’t quite as long as a week, but things like getting your weapon -especially- sharp or armor repairs or encouraging an ally fit smoothly in an 8 hour window

  • Let players write directly on the wiki. Navigation and inputting takes spoons too, just let them own sections and cleanup. 

  • Stronger starting map (and Wiki) if you want players to dig in. 


Haven West March ended up hosting around 19 total players over the course of maybe 25 sessions? Not a terrible run. I feel much closer to the goal now and think I may be able to pull it off at the game store in the coming years. 


Next up: Lost Mine of Phandelver in Chasing Adventure. I’ll probably try again Q2 next year.

And as always, Book Me if you want a curated private game or paint and sip session! Mention this post for a 25% discount. 

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Mapleblade: The Elders

9/30/26


At some point this year I committed to writing some proper fiction in the fantasy world I've been building loosely between all my tabletop roleplaying game sessions. And so far it's less grant plot and more vignettes around a world with interesting rules: some loose, some firm. I'll be reformatting things in the coming weeks to make finding chapters a bit easier. So far we're at 5 published chapters: Two in the Almatter Farm Arc: The Diary, The Ring, and Break, and Two in the Pilgrimmage Arc: Pilgrimmage and this one, The Elders.

Oh elder, we do not weep; death’s just a beginning

Oh elder, love never fades; you are more than your bones


Oh elder, if you would; Rest beneath the waters

Oh elder, if you would; Rise again and serve


Gnawing on a bit of jerky as she watched and listened, Ipa used only her eyes and the slightest facial expressions to correct any missteps as Telemetrr went through their forms and vocal exercises. The child was talented; they inherited their parents’ strength and aptitude. But not their discipline or wisdom, if this trip had been any indicator at all. Hesitation between forms and poor flexibility betrayed chronic neglect of daily practice. In Ipa’s day, that alone was inexcusable and would disqualify an Erana hoping to advance meaningfully toward promotion. Worse than that, they performed moves without power, entered stances without depth, and even attempted to skip entire movements when Ipa’s eyes wandered and they believed themselves unobserved.


“Enough! Eat and we will be on our way.”

Just a hint of irritation made it to her voice.


The tension drained from Telemetrr’s body and they slowed, their breathing returning to normal. They shoveled a handful of berries into their mouth and cast a glance over their shoulder at Ipa. She was standing with her back turned, writing in that ever-present notebook of hers. Again. It would have long been taken and plundered for secrets if it did not hang at her waist at all times. If they could learn where grandfather Selentrr was interred or what Ipa’s cultists had done with his stolen things, bartering for faraway travel would be a real possibility. They'd never look back until it was time to return home to burn it all down.


“The youth are lost

They believe the sacred burdensome 

Our roots are as rotten as Orialas’s


Are those who cannot persevere 

And those who shun belief

Worthy of seeing?” 


The final words were scribbled with such frustration that the point of her charcoal pencil chipped; it had been years since she’d last been irate enough to commit the feelings to verse. Ipa stood and stretched to her full height and quickly shook off the stiffness from sitting.


They broke camp wordlessly and put foot to trail within thirty minutes.


In times past, faith and discipline alone were enough to drive young Eranas into fierce competition for ascension; Eldership was a universal desire for all that held any aptitude or ambition. Any hints of insubordination or laziness that managed to hang onto aspirants were driven away with the routine of pilgrimage, and any doubt or exhaustion creeping into their hearts during the rigors of the journey shattered upon witnessing the Great Tree, Babakai-Yon and the great worms it houses.


Ipa remembered her own pilgrimage almost thirty years ago, long before she was tasked with leading Eranas of her own. She remembered the names of the two that did not survive their journey, the solemn vows made by her peers to recover and see their bodies home, and the awe of witnessing the majestic creatures for the first time. She'd dreamt of them as a child, piecing together mental pictures from the stories of her elders and imagining what it would be like to be up close. Her wildest dreams could not prepare her for the sight, and she had to be reminded to breathe when she first spotted them. The stories did not do them justice: how could they? What could prepare someone to see gods older than time, so large they were visible from a horizon away? 


But times change. Culture unexplained can seem like madness to children caught up in wanderlust. A pang of sorrow struck Ipa as she considered how upsetting this entire process must be for the bereaved that do not know the truth of Eldersreach and the Choosing. In this contemplation, an idea struck Ipa: this was already an irregular pilgrimage and Telemetrr was her only Erana. Allowing them to see beyond the veil a few days early could only do -so much- damage, and one of them was as likely as not to die if the child acted on their poorly hidden impulses of escape. She decided to take the risk and called to the child behind her, not even breaking stride. 


“Telemetrr, do you know why we do not bury our dead like the faraway peoples in your books?”


“Because death is not the end, and to bury before the Choosing is to deny the soul a choice”, Telemetrr responded, in a cadence so dry it could be considered sacreligious. 


Ipa sucked her teeth in dismissal, not surprised by the indignant response. The child stiffened at the rare show of emotion, never having heard the sound from their always-dignified escort. 


“Yes, but do you know what the words you've memorized mean, young one? Speak freely”


Telemetrr paused and thought, face betraying their suspicion. Ipa had never engaged them in casual conversation in all the weeks they'd traveled. This felt like a trap, with some fresh hell of discipline waiting behind the potential heresy she invited. But they decided to take the bait. If there was a chance that this waste of time could end early, it was worth it. They engaged:


“I believe that it's foolish to mandate burial rituals. I think it foolish to keep secrets about where half of our loved ones rest after they've died.”, they started, voice growing strained and wild as they continued.


“And I think it's BEYOND stupid to leave whether or not I'd be able to visit my grandfather-”


“Grand-sire”, Ipa gently interjected.


“-up to some stupid water divination. I don't know what it is exactly that you all do after you've sent everyone else away, but I know the cultures I read about would call us barbaric and probably accuse us of cannibalism if they saw what most of us see.”


“What do you think the Choosing is?”


Telemetrr was shocked into silence by the gentle response to their almost-screaming. They stopped walking and stared at Ipa as she continued forward. Her eyes were calm and scanning the horizon as they always did, but the wrinkles at the corners betrayed a bit of mirth that her voice did not. They kept pushing.


“I think it's cogey old magic that's held together by tradition and will not survive beyond my generation. And I suppose this is the part where you threaten to report me to the Elders, so I’ll be taking my leave.”


With those last few words, the young Erana drew a blade from its hip sheath and fell into a low, defensive stance and contemplated the madness of the current situation. The hammered metal glinted in the sunlight despite the thin layer of rust creeping along the edge. Their right hand, hidden from Ipa’s sight, slowly grasped a small rock and tensed for throwing. As they looked beyond their still-relaxed mentor at the path back down the mountain, a loose fight plan took shape. There was no hope of defeating the older woman outright, but that wasn’t the only win condition here: feint step left, throw the stone high, then aim the blade at a leg to injure her enough to escape- 


Their mind was awash with combat strategies when, for the second time in two minutes, Ipa turned the world upside down with a word. 


“I miss him too, you know. I only agreed to walk with you so I could see him again. The old man taught me that stance you're holding. He's the reason I chose to be a woman.”


The words gave Telemetrr pause. They released a shaky breath but still didn't move, didn't blink. They were waiting for a lunge that was surely coming. Why else would a cultist betray such information, change their tone so quickly? 


Wait– see him again? What did she mean by that? 


“Here, maybe you'll behave if you know what we're doing”, 

Ipa called as she tossed a ring from her satchel to the terrified child. Blade and throwing stone both clattered to the ground as Telemetrr recognized it in mid-flight and leapt to catch it, mouth agape.


The child landed on shaky legs, tears already forming as they clutched the missing heirloom close to the chest. This ring was supposed to be buried with the old man


“Why do you have this?!”, the words came out in a low growl, rage beginning to boil.


Memories of his funeral five years ago flooded into the Erana. The stillness of their grandfather as he lay, the wails of the mourners that surrounded the family, and the distinct lack of tears from Ipa and those she traveled and spoke with. 


“Ask him yourself, we're almost there. Times change but the sacred persists for a reason.”


Telemetrr blinked away tears and met the eyes of the lightly armored woman once more; the wrinkles above her cheeks shone like copper in the setting sun and betrayed a smile that did not reach her lips; there was earnest compassion there. She was crying too. Anger and confusion gave way to curiosity, and Telemetrr released a long-held breath.


Ipa recognized the shift behind her pupil’s eyes, wiped tears, and gave them a soft smile with an almost imperceptible nod.


They continued forward in silence. 

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