Western Horizon
Design philosophy and toolkit for West Marches campaigns: players declare goals, the GM generates content in response, and the world builds collaboratively rather than pre-planned. The story emerges from the collision of player goals and faction goals.
Key Files
- OVERVIEW — Master document: full design philosophy and structure
- Welcome — Entry point
- Open Issues — Outstanding design questions
Sections
Organized as a numbered manual under Sections/:
00 - Overview & Philosophy/— Core philosophy, goals over hooks, proven solutions01 - People/— Residents, rivals, quick NPCs02 - Settlements/— Founding, history, districts, threats, workflow03 - Factions/— Faction design04 - Geography/— Hex map, travel and complications05 - Lore/— Seeded discovery pool, lore delivery06 - Quests/— Quest prep, dungeons, five-room structure, expedition types07 - Session Zero/— Player guide, session zero overview08 - Sessions/— Session running09 - Wiki/— In-world wiki structure10 - Appendices/— Oracle tables, solo procedures, quick reference, source systems
Pandemonium Engine
Pandemonium Engine/ — Procedural content generation system:
- Wave Function Collapse content model
- Six-Layer Graph architecture
- Seeds and the Focal Quest
- Shadow Horizon / Shadow Map
- Player-Initiated Collapse
Notes
Notes/Systems/— Reference notes on source systems (Microscope, Kingdom, Perilous Wilds, etc.)Notes/References/— Research and reference material
Handouts
- Player Quick Start — Player-facing intro document
Maturity
Stage: Framework design, partially complete. The core philosophy is well-documented and several sections are finished. Others are skeletons. The Pandemonium Engine (procedural generation system) is designed but undocumented in full. The framework has informed real sessions but hasn’t been systematically playtested as a complete method — some of what’s here is proven at the table, some is still theoretical.