Skip to main content

Session mode

The session screen is your cockpit while you play: the session journal on the left, and a reference panel on the right that puts all your content one click away — scenes, PCs/NPCs, tables, dice, clocks and the AI assistant.

Starting a session

From a Playthrough page: "Start a session" button (or "Resume current session" if one is open). Each session carries an In progress / Ended badge and its start date.

The journal

The main column is a timestamped timeline. Each entry is typed:

  • Note 📝 — prep, reminders
  • Event ✨ — what happened in play
  • Dice roll 🎲
  • Player action

The entry form sits at the top, the timeline reads from newest to oldest. Since entries are timestamped, you can also log retroactively.

Ended session = read-only

Once a session is ended, its journal can no longer be modified.

The pinned scene

In the "Scenes" tab of the reference panel, every scene has a pin button: "Pin as current scene". A "Current scene" banner then shows at the top of the journal with the scene's name, its location 📍 and timing 🕒, plus a "Show player narration" button to unfold the read-aloud text without leaving the session screen.

The banner also lets you open the full scene in a new tab, or unpin it.

The "previously on…" recap

The "“Previously…” recap" button asks the AI to write a recap of the previous session of the same playthrough, "previously on…" style: 4 to 8 sentences in a narrative tone, ending on the situation where the players left off. The AI relies strictly on the journal of the previous session (plus the quest states and active facts) — it doesn't make things up.

The text shows in a "Previously (session name)" box; the "Add to journal" button logs it as a Note entry 📜.

Requirements

The recap needs a configured AI provider and at least one previous session in the same playthrough. If the AI service doesn't respond, a clear message shows: "Recap failed. Is the Brain (AI) running?".

The reference panel

Seven tabs, designed so you never leave the screen mid-game:

TabContents
PlayClocks and Facts of the playthrough (see below)
AILive assistant chat (world, campaign, rules, journal in context)
DiceDice roller with modifier and history
TablesYour random tables, ready to roll
ItemsThe item catalogs (shops, loot)
PCs/NPCsCharacter sheets, collapsible by folder
ScenesThe Arc → Chapter → Scene tree, sorted in play order, with the pin
note

The Play tab only has content if the session is attached to a Playthrough.

Clocks & fronts

Segmented clocks (Blades in the Dark style) materialize the threats advancing in the background. They are managed in the Play tab during a session, or in the "Progress clocks" section of the Playthrough page.

A clock is:

  • a name (e.g. "The cult completes its ritual");
  • a number of segments — 2, 4, 6, 8, 10 or 12;
  • an auto trigger:
    • Manual — you advance/roll back the clock by hand (+ / − buttons);
    • When a Fact becomes true — advances one segment when the fact flips;
    • When a quest completes — advances when the quest reaches "Completed";
    • At session end — advances one segment every time a session is closed;
  • optionally, a front to attach it to.

Fronts group several clocks that advance together (e.g. "The rise of the Cult"). Clocks without a front appear under "Loose clocks". Deleting a front doesn't delete its clocks: they become loose again.

When a clock nears its end, the session prep warns you: "nearly full!" badge at 75%, "full!" at 100%. Bringing the consequence into play is up to you.

tip

Auto triggers only advance the clock one segment at a time. A 4-segment clock on "At session end" thus fills up in 4 sessions — size the number of segments to the pacing you want.

Facts

Facts (flags) are the true/false switches of the playthrough (the_king_is_dead, bridge_destroyed…). In the Play tab ("Facts" subsection), each one flips with a simple toggle.

They are discovered automatically: a fact appears as soon as it is referenced by a "When a fact is true" condition — as a quest prerequisite or as a clock trigger. There is no free-form fact creation: that's intentional, to avoid orphaned facts.

Ending, then preparing the next one

At the end of the session, close it. The Playthrough page then offers the "Prepare the next session" section: where the players are, what content they will likely go through, what remains to fill in and which threats are moving — see Guided prep.

Per playthrough, not per campaign

Clocks, fronts, facts and quest progression belong to the Playthrough (one table's game state), not to the campaign. Two tables playing the same campaign each have their own clocks and facts.