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Campaign

The campaign is the container for your game. It structures the story into ArcsChaptersScenes, complemented by Quests that track the players' objectives, and gathers the characters (players and non-players) who take part in it. It also brings together your game resources (bestiary, items, random tables), the tracking of your playthroughs, a guided prep that tells you what's left to do, and AI tools (RAG workshop, PDF import).

Narrative structure

Campaign
├── Arc 1: "The Awakening of Ashes"
│ ├── Chapter 1: "The Hanged Man's Tavern"
│ │ ├── Scene 1: "Meeting the messenger"
│ │ ├── Scene 2: "Fight in the alley"
│ │ └── Scene 3: "Escape through the sewers"
│ └── Chapter 2: ...
├── Arc 2 (hub): "The factions of Vaeril"
│ ├── Quest: "Save the missing merchant"
│ └── Quest: "Unmask the traitor"
├── Quests (free-standing)
├── PCs: Aragorn, Legolas...
└── NPCs: Borin the blacksmith, Lady Elara...
  • Arc — a major part of the story (10-30 sessions). Carries a theme, stakes, and a resolution. Linear (chapters in sequence) or hub (freely accessible quests).
  • Chapter — a stage within the arc (1-3 sessions). Carries player objectives and GM notes.
  • Scene — a playable unit (10 min to 1h of play). Setting, mood, narration for the players, GM secrets.
  • Quest — an objective tracked per playthrough (available, in progress, completed), attached to a hub arc or free-standing.

A campaign can be backed by a Lore (an existing universe) and a Game System (the game rules). These links are soft references — the campaign remains usable even if the Lore is deleted, and you can reassign it to another Lore at any time. The relationship graph visualizes these connections.

Narrative branches

Scenes can carry branches (narrative exits) that point to other scenes within the same chapter. Useful for modeling player choices or conditional forks.

Detailed pages

Narrative framework

Game resources

Playing

AI tools