You can play as one of three player types:
The commander is a permanent and pre-made character within the world; commanders often command a group of people (Mercenaries/Thieves etc.). They often have control of a camp (or parts of one) and make decisions that shape the world.
Commanders are permanent players; they have regular sessions and should only be played by experienced DnD players as they are expected to be DM for smaller excursion sessions.
Commanders don’t go on combat missions, but the players controlling them can chose a Merc to be their champion and then control them just like a normal Merc player during combat (Has to be a non-player merc), you can’t be a GM while playing a Merc.
Commanders have an end goal given to them at the start of the game; examples of this can be; become a lord of Waterdeep, exterminate the Xanathar’s guild or become a champion of Tyr. These goals also come with ambitions and sub-goals that will determine the Role-play incentives for each commander, it will also make for interesting discussions and politics between players.
Heroes are non-permanent pre-made characters controlled by several players. (But only one at a time) Heroes have a backstory and a persistent and ongoing legacy written by the players after each session.
Heroes start as independent, but can be hired by commanders (on a Session by session basis), this essentially means that no one player holds ownership over this character and it will constantly be available for play unless the timeline says otherwise.
Heroes have persistent inventory and character sheet, and is leveled independently.
A hero can be locked to one specific player par the GM’s discretion. (Normally as a reward)
Regular one-off characters hired from a commander’s roaster based on class and role.
These are the standard characters that are given to players, they act in combat on the commanders behalf. On an objective-by-objective rotation, these characters are hired for one specific mission and is controlled by the players. The commander and his skill, as well as the player’s personal inventory determine a mercenary’s inventory, level and statistics.
In Westerdale world building and simulation is a big deal, meaning we need people devoted to that alone, so having only one DM is not enough, therefore, we have introduced different types of Masters.
Game Master (GM)
Due to the irregular nature of the game, a GM and a DM is required to host a regular commander session, the GM’s task is to manage the time-line, create events and settings as well as keeping the game balanced and fair.
The Game master is the gatekeeper to the games more boring, mathematical side, where every event likelihood is calculated, relations and politics emulated, and economy overseen. The GM is necessary to maintain the depth and realism envisioned in the game. The GM does all the boring stuff so that the rest of the group can enjoy a simple and unburdened session.
A GM is not required if the session is an excursion or an adventure (or any other activity that is independent from world building / managing)
Dungeon Master (DM)
The classic D&D dungeon master, responsible for guiding the players through the adventure, telling its story and giving the players a believable experience.
The dungeon master is in this game mode not the “end-all-be-all” of the game universe as he must follow the rules and objectives set by a GM, depending on the session type the GM can be more or less lenient with how casual friendly the game can be.
There are two different kinds of DM:
The Commander DM;
- Given only relevant information regarding the current mission / adventure.
- Tasked with guiding his hirelings through the adventure as a DM.
- Should be paired with another DM (Commander or full DM) to ensure the rules are being followed.
- Sets up encounters and keeps track of combat; this means the DM cannot himself play a character during the session.
- Does not RP as the commander during the session, the exception being scry table messages and/or post/pre-briefings.
- Must remain objective towards the players.
- Regular unaltered DM with full oversight.
- Cannot be a player. (to ensure objectiveness)
- A DM can, if allowed by a GM, host their own “non-Cannon” sessions that take material from the game and make their own sessions /game types independently.