Proven Solutions

The Western Horizon doesn’t prescribe specific systems—it defines problems and what makes good solutions. However, several battle-tested games align perfectly with WH principles.

Why These Systems?

Each system was selected because it:

  • Supports collaborative authorship — Players participate in creation
  • Generates responsive content — Works when players declare intent
  • Creates factions with goals — Opposition emerges naturally
  • Respects established canon — Builds on rather than contradicts
  • Operates at its scale efficiently — Solves the right-sized problems

You can use these systems as written, adapt them, or substitute alternatives that solve the same problems.

The Problem-Solution Matrix

Problem DomainWhat You NeedProven Solutions
History & CultureShared backstory, cultural touchstones, defining momentsMicroscope, Chronicle
Living SettlementsTowns with factions pursuing goals, districts with historyEx Novo, Kingdom
Detailed LocationsSpecific buildings with sensory details, memorable NPCsBeak, Feather & Bone, Street Magic
Wilderness TravelTerrain that matters, emergent complications, discoveriesPerilous Wilds, Hexmancer
Dangerous SitesDungeons with internal logic, ecology, treasures worth the riskEx Umbra, Delve & Rise
Goal-Driven StructurePlayer goal frameworks, faction clocks, obstacle designProactive Roleplaying

Reactive vs. Proactive Tables

Many of these systems use random tables (roll 2d6, consult table). This might seem to contradict “responsive generation,” but it doesn’t. The design language works whether you roll randomly or choose deliberately:

  • Roll: Quick generation, surprising results, good for areas players barely mentioned
  • Choose: Precise control, goal-aligned obstacles, better for player-declared destinations

The tables provide design vocabulary either way. What matters is that content is generated when players pursue goals, not whether you rolled or picked.

Solution Architecture

How problems at each scale relate and hand off to each other:

Session Zero flow: Microscope/ChronicleEx NovoBeak, Feather & Bone/Street Magic (History → Settlement → Locations & NPCs)

Between-session generation: Player Intent → Check existing canon → Identify gaps → Select appropriate system → Generate → Update wiki

Scale handoffs:

  • Settlement generation (Ex Novo) creates districts → Location generation (BF&B/Street Magic) details buildings within them
  • Wilderness travel generates discoveries → Those discoveries become future quest targets
  • Dungeon rumors (Ex Umbra) inform actual dungeon contents → Treasures connect back to faction goals

New to West Marches?

The Western Horizon is built on the West Marches campaign style. If you’re unfamiliar, start with 08 - Appendices for essential reading on player-driven exploration, open tables, and the Guild model.

Support These Creators

The Western Horizon is a framework for combining these excellent systems—it doesn’t replace them. Please purchase the original games to get the full procedures, tables, and insights their creators have crafted.