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Arcs, Chapters and Scenes

Three levels for structuring your story, with increasing granularity.

Arc

An arc is a large narrative arch. Available fields:

  • Name and synopsis — the arc's pitch
  • StructureLinear (chapters in sequence) or Hub (quests freely accessible from a central point)
  • Themes — recurring motifs (e.g. "betrayal", "descent into hell")
  • Stakes — what is at stake for the PCs
  • GM notes — secrets, twists, info not to reveal to the players
  • Rewards — XP, items, contacts gained
  • Resolution — the expected ending (to be adjusted based on actual play)
  • Linked Lore pages — cross-context references to the Lore (factions, locations)
  • Illustrations — mood images

Chapter

A subdivision of a linear arc. Same linking mechanics to the Lore. Specific fields:

  • GM notes — preparation, transitions
  • Player objectives — what the PCs must accomplish / discover
  • Narrative stakes — what may tip over in this chapter
Conditional unlocking lives on quests

Unlock conditions (an activated fact, a completed quest, a session count reached) are now defined on quests, not on chapters.

Scene

The playable unit. This is what the AI draws on the most when you ask it to generate narrative content. Specific fields:

  • Location and timing (day/night/season)
  • Atmosphere — sensory descriptions, tone
  • Narration to players — text to read out/improvise to set the scene
  • Secret GM notes — only displayed to you
  • Choices and consequences — possible alternatives
  • Combat difficulty and enemies — free note, and/or enemies linked from the bestiary
  • Illustrations — gallery of mood images
  • Battlemaps — the scene's combat maps (see below)
  • Branches — narrative exits toward other scenes (see Narrative branches)
Explorable location (dungeon mode)

A scene can contain rooms: as soon as it has at least one, it switches to a dungeon rendering — each room has its own enemies, loot, traps, floor, and branches between rooms.

An AI Assistant (✨ button) is available on the scene to generate atmosphere, narration, or plot twists.

Battlemaps

A scene can carry several labeled battlemaps — the variants of a single place: the label is free text ("Day", "Night", "Floor 1"…). Each map has a source of your choice:

  • Dungeon Alchemist (image/video + JSON) — the map's media, plus the .json file from Dungeon Alchemist's "Foundry VTT" export (walls, doors, lights);
  • DungeonDraft (.dd2vtt) — a single Universal VTT file: the embedded image is extracted automatically on upload, walls and lights are kept.

Battlemaps are not displayed in the app: they are carried over to the Foundry exportone Foundry Scene per map — and rendered with their caption in the PDF booklet.

note

A .dd2vtt without an embedded image is accepted, but the exported map will have no background — a warning shows at upload time.

Best practices

  • Prepare by arc, play by scene. Define the big picture once, then add scenes as your sessions progress.
  • Don't wait for everything to be "complete". A scene with just a location + atmosphere + a short piece of narration is playable — the "Next steps" panel tells you what's actually missing.
  • GM notes vs. player narration. Keep them clearly separated — the AI can generate the narration without revealing the secrets if you pass it the right fields.