The Western Horizon — Project Overview

Repository: https://github.com/cdhagmann/western_horizon
Live Site: https://cdhagmann.com/the_western_horizon/
Design Chat: [Link to original brainstorming conversation]

What Is This?

The Western Horizon is a design philosophy for running West Marches campaigns where players drive the story through their goals, the GM generates content responsively, and the world is built collaboratively.

Unlike traditional West Marches (where the GM pre-builds an entire world), WH generates content when players declare where they’re going and why. Unlike traditional campaigns (where the GM plans storylines), WH lets stories emerge from player goals colliding with faction goals.

Core Philosophy

The Five Pillars

  1. Goal-Driven Play: Players bring goals, not reactions to GM hooks; the GM creates obstacles to those goals
  2. Responsive Generation: Content is created when needed (between sessions), not pre-generated
  3. Collaborative Authorship: The GM is co-author and referee, not primary storyteller
  4. Canon Integration: All generated content becomes shared knowledge (“it always existed”)
  5. Scale & Scope: Generation procedures for each scale (history → settlement → location → wilderness → dungeon)

The Philosophy-First Architecture

WH is the philosophy. Systems are solutions that align with it.

The framework defines:

  • Problems that need solving at each scale
  • What makes a good solution (collaborative, responsive, creates factions with goals, etc.)
  • Proven examples of systems that work (Ex Novo, Microscope, etc.)

Systems are modular and replaceable. Use what works for your table. The design language works whether you roll randomly or choose deliberately—what matters is content is generated when players pursue goals.

Goals Over Hooks

Traditional (Reactive)The Western Horizon (Proactive)
GM creates hooksPlayers declare goals
Players choose from optionsGM creates obstacles to goals
”Here’s what’s available""What do you want?”
Story comes to playersPlayers pursue story
GM plans adventuresAdventures emerge from goal collision

The Self-Contained Expedition Structure

PhaseWhat HappensGM Role
Planning (Between Sessions)Players declare: “We’re going to [location] to [goal]“Content reaction: Prep that location
Expedition (During Session)Players execute their declared planAdjudication reaction: Rule on actions
Resolution (After Session)Return, log discoveries, advance faction clocksWorld simulation: Update state

Framework Structure

Document Sections

SectionStatusCore Problems Addressed
00 - Overview & Philosophy✅ CompleteWhy WH? How is it different?
01 - Session ZeroSkeletonInitial world establishment
01a - Player Guide✅ CompletePlayer expectations and character creation
02 - Settlements✅ CompleteLiving towns with goals
03 - Wilderness✅ CompleteMeaningful travel and exploration
04 - DungeonsSkeletonDangerous sites with ecology
05 - Quest PrepSkeletonBetween-session content generation
06 - SessionsPartialAdjudication and simulation
07 - WikiSkeletonCanon maintenance and accessibility
08 - Appendices✅ CompleteReference materials

Problem Domains → Proven Solutions

Problem DomainWhat You NeedProven Solutions
Play StructureGoal frameworks, faction clocks, obstacle designProactive Roleplaying
History & CultureShared backstory, cultural touchstonesMicroscope, Chronicle
Living SettlementsTowns with factions pursuing goalsEx Novo, Kingdom
Detailed LocationsSpecific places with NPCs and atmosphereBeak, Feather & Bone, Street Magic
Wilderness TravelTerrain that matters, emergent complicationsPerilous Wilds, Hexmancer
Dangerous SitesDungeons with internal logic and ecologyEx Umbra, Delve & Rise

Source Systems

SystemAuthorStatusNotes
Proactive RoleplayingJonah & Tristan Fishel✅ CompleteProactive Roleplaying
MicroscopeBen Robbins⬜ PendingMicroscope
Microscope ExplorerBen Robbins⬜ PendingMicroscope Explorer
KingdomBen Robbins⬜ PendingKingdom
Ex NovoShawn Tomkin✅ CompleteEx Novo
Ex UmbraShawn Tomkin⬜ PendingEx Umbra
Beak, Feather, & BoneTyler Crumrine✅ CompleteBeak, Feather & Bone
The Perilous WildsJason Lutes⬜ PendingPerilous Wilds
DELVE / RISEAnna Blackwell⬜ PendingDelve & Rise
HexmancerTraverse Fantasy✅ CompleteHexmancer
Street MagicCaro Asercion✅ CompleteStreet Magic
Claw AtlasTyler Crumrine✅ CompleteClaw Atlas

Key Design Decisions

  1. Goals First: Each PC has 3 goals (short/medium/long-term), player-authored, with clear endpoints and consequences
  2. Factions as Opposition: Factions get concrete goals and clocks; they pursue their goals between sessions
  3. Two Content Modes: Hook Seeding (shallow pointers) vs Content Realization (deep generation)
  4. Tier System: Settlements scale with character level (1-4: Village, 5-10: Town, 11-16: City, 17+: Capital)
  5. Generation Timing: Responsive to player goals but done in prep between sessions
  6. Two Types of “Reactive”: Content Reaction (async, between sessions) vs Adjudication Reaction (sync, during session)
  7. The Guild & Bulletin Board: Window into faction activity, not GM-authored hooks
  8. Wiki Integration: Obsidian + Claude for processing session recordings and maintaining canon

Tech Stack

  • Site: Jekyll on GitHub Pages
  • Wiki: Obsidian
  • Recording: Craig bot (Discord) or local recording
  • Transcription: Whisper or Otter AI
  • Processing: Claude Projects

This document provides context for future work sessions. Upload alongside the relevant PDF when processing a new source system.