Campaign
The campaign is the container for your game. It structures the story into Arcs β Chapters β Scenes, 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 structureβ
Campaign
βββ Arc 1: "The Awakening of Ashes"
β βββ Chapter 1: "The Hanged Man's Tavern"
β β βββ Scene 1: "Meeting the messenger"
β β βββ Scene 2: "Fight in the alley"
β β βββ Scene 3: "Escape through the sewers"
β βββ Chapter 2: ...
βββ Arc 2 (hub): "The factions of Vaeril"
β βββ Quest: "Save the missing merchant"
β βββ Quest: "Unmask the traitor"
βββ Quests (free-standing)
βββ PCs: Aragorn, Legolas...
βββ NPCs: Borin the blacksmith, Lady Elara...
- Arc β 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 β a stage within the arc (1-3 sessions). Carries player objectives and GM notes.
- Scene β a playable unit (10 min to 1h of play). Setting, mood, narration for the players, GM secrets.
- Quest β an objective tracked per playthrough (available, in progress, completed), attached to a hub arc or free-standing.
Links to the Loreβ
A campaign can be backed by a Lore (an existing universe) and a Game System (the game rules). These links are soft references β 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 branchesβ
Scenes can carry branches (narrative exits) that point to other scenes within the same chapter. Useful for modeling player choices or conditional forks.
Detailed pagesβ
Narrative framework
- Arcs, Chapters and Scenes β the story structure
- Quests β objectives tracked per playthrough
- Characters (PCs / NPCs) β templated sheets
- Narrative branches β intra-chapter graph
- Relationship graph β the map of links to the Lore
Game resources
Playing
- Playthroughs & session tracking
- Guided prep β what's left to do before playing
- Session mode β the cockpit during the game
AI tools
More workflowsβ
- Create and organise a campaign β start with scenes, then add arcs and quests.
- Explorable locations and dungeon rooms β prepare rooms and exits.
- Clocks and threats β track pressure and automatic triggers per playthrough.
- Writing mentor β field tips, editor review and the guided method on beta.
- Publishing and PDF booklet β prepare a module to share, then choose document options.
- Your first game β from creation to a session.
Writing aids in betaβ
- Editor review β seventeen writing, link, character and structural patterns to examine.
- Choose a guided method β compare the three workflows and resume a draft.
- Node-based investigation β six scenes and twelve links for varied paths.
- The villain's plan β six stages and an optional manual clock.
- Five-room dungeon method β prepare an adventure step by step without AI.
The Play block and Playthroughs tree branch shorten session access. Session mode explains these entry points and the new Rules tab.