Help for DMs
Running a campaign: set it up, reveal things, and run game night.
§ 00 · Contents
Contents
§ 01
Your first hour
A campaign your players can walk into.
- Open Players, then Settings. Under Campaign details, fill in the Summary, Cadence, Venue and House rules, and press Save. Newcomers read this on their invitation.
- Open Characters, then Character sheets. Under Sheet templates, press Install D&D 5e (2024). Once, for the whole campaign.
- Give each player a character: see Get every player a character.
- Open Players, then Players & invites, and the Invites tab. Press Invite a player, then Create invitation link, and send each link to one person.
- Open Players, then Sessions, and press Suggest dates to the players.
- Back on Home, add one person or place under Quick add. A name is enough.
Tip: Before your first game, read Lines and veils under Sessions, The group. It is easier to agree before anything has happened.
§ 02
Find your way around
Know where everything lives.
- Your menu has eight rows, one per job: Home, Game night, Characters, Share, World, Library, Players and Money & items.
- The pages inside a row are the buttons along the top of each page.
- Along the top: Search (or Cmd/Ctrl+K), Help and Account, plus Inbox if you sit at more than one table.
- On a phone, the bar holds the first four rows. More has the rest.
Tip: Switch off pages your table never uses under Settings, Menu.
§ 03
Write the world
People, places and lore your table can grow into.
- On Home, type a name under Quick add, pick a Type and press Add.
- Open the page and press Edit. It Saves as you type. Type [[ to link another page.
- Summary, tags, type and picture sets the short line, tags and picture. Add pictures builds a gallery; Make this the portrait picks the main one.
- Page history shows every change.
- Want your own details on pages, like Wants or Rations? Add them under Settings, Custom fields.
Tip: Every new page starts DM only. Nobody sees it until you reveal it.
§ 05
Reveal things
Show the table what they have learned.
- Open Share, then Reveals.
- Under Reveal one entry, search for the page and open it.
- Choose The whole party or One player at a time, then hold the button (Hold to show everyone, or Hold to show and the player's name). Holding, not tapping, stops mistakes.
- Under More ways to reveal: Show many at once ticks several pages and who sees them; Reveal by chapter reveals what a book adventure's party has reached, as Name only or Full entry; See it as a player shows the campaign exactly as one player sees it.
- Under Check what has been revealed: Who can see what, Who has read it and Reveal history.
Tip: On game night you can reveal from the board too: hold Hold to reveal <name> to the party on a pinned card.
§ 06
Players & invites
A seat for every player.
- Open Players, then Players & invites. The tabs are Players, Invites and Helpers.
- On Invites, press Invite a player. Fill in Their name, Their email if you like, the Role and when the Link expires, then press Create invitation link.
- Press Copy and send the link to one person. Whoever opens it takes the seat.
- Players lists who is seated, their character and role. Remove takes someone out.
- Helpers lets a player look after one job, such as maps, quests or shops, without being a DM.
Tip: A helper can read the hidden text on everything their job covers. Choose with that in mind.
§ 07
Get every player a character
Each player can claim and build their own character. Three steps, two of them yours.
- Install a template, once: Characters, Character sheets, then Install D&D 5e (2024).
- Make the character: add a person in People, tag it "pc" so it sits under Player characters, then reveal it to that player.
- The player presses Claim your character on Home, chooses it, presses This is my character, and builds.
Tip: Or do it for them: on Character sheets, press New character sheet, choose For a player at this table, pick the player, and press Make the sheet and open the builder.
§ 08
Character sheets, spares and Party spells
Every character at the table, in one list.
- Characters, Character sheets lists every character: players', spare characters and NPCs.
- New character sheet asks Who is it for: For a player at this table, A spare character nobody plays yet, or An NPC.
- Open any sheet to read it, change it, or Print this sheet.
- Give to a player hands a sheet to someone seated; Take it back as a spare character undoes it; Copy as a spare character duplicates one.
- Retire the character they play now moves a sheet to Fallen and retired.
- Library, Party spells lays every character's spells side by side.
Tip: Only you can see a spare character.
§ 09
NPCs
A person for every scene, ready when the party turns to them.
- Open Characters, then People: every person in your world.
- Create an NPC: describe Who is this? and get a full write-up, or Roll one from the tables.
- Random NPC: one press, one whole person. Create this NPC keeps them; Re-roll tries again.
- NPC stat blocks: stat blocks only you can read. Paste a stat block, press Read into the fields, check, then save.
Tip: A person's page has Create a stat block for when someone swings at them.
§ 10
Sessions: dates and the night itself
A date everyone can make, and a record of the night.
- Open Players, then Sessions, and press Suggest dates to the players. Tick dates, set a Start time, and send.
- Players tick what suits. Best dates sorts them; Check who can make it now recounts.
- Open a date and Confirm this date. That emails every player and cancels the other candidates, so do it last. Call it off needs a reason.
- Set how often you play sets your usual day, start, length, venue, the Fewest players to run a game, and reminders.
- On a session's page, Before the game lists the fights, maps and reveals to prepare. After the game is where you write what happened.
- Mark who turned up after each game.
Tip: Confirm a date automatically confirms once enough people say yes.
§ 11
Game night: Run the game
One screen for the whole night.
- Press Run the game on Home, or open Game night, then Run the game. It opens tonight's session, or a list to pick from.
- Ask players to press Join the game.
- Pin who and where: type in Search the campaign (or press /). Cards collect under Kept handy. The word on each card says whether it is safe to turn the screen around.
- Reveal a card to the table: hold Hold to reveal <name> to the party.
- Advance time moves the clock on and ends spells that run out.
- Atlas, Library, Reveal by chapter, Handouts, Money & items and Chat open in a new tab, so the board stays put.
- On a phone, the bar holds Search, Reveal area (uncover part of a map), Fight, Roll and Atlas.
Tip: Pins stay on the device that made them, so pin on the device you will run from. Press ? for every shortcut.
§ 12
Run a fight
Initiative to the last blow, with players seeing the order.
- On the board, the fight block (press I) has three steps.
- Who is fighting: press Add the party. Type a monster in Monster, set How many, and press Add monsters. Or press Use a saved fight.
- Roll initiative: press Roll for the monsters, and type in each player's total.
- Start the fight. N is next turn, P goes back.
- Press a name to apply Damage, Heal, Temp HP or Add condition, or to Open the stat block.
- When it is over, hold Hold to end the fight.
Tip: Players see names, whose turn it is, and Unhurt, Hurt, Bloodied or Down. Never HP or AC.
§ 13
Encounters: prepare a fight
A fight that suits your party, ready before the night.
- Open Game night, then Encounters.
- Pick one From the book (search by title, area or monster), or build your own under Find monsters.
- Set your party's Characters and Level. The fight reads Low, Moderate or High. Suggest a fight for this party builds one for you.
- Save for later keeps it under Saved fights.
- Run this fight opens the board with the monsters already in the tracker.
Tip: A saved fight shows on the board under Use a saved fight.
§ 14
Adventure: My story and Prep
Line up the night and run it one area at a time.
- Open Game night, then Adventure. Pick a book, a chapter, an area.
- Press Add to my story. My story keeps your stops in your order, across books, with Your note for this stop.
- Now playing marks where the party is; Next moves on; Done ticks a stop off.
- An area shows its people, The fight, The map and From the book on one screen.
- In Prep, Add to this scene the people, handouts and fights you want ready. On the night, Load into the tracker and Reveal to the table are one press each.
Tip: Players never see this page.
§ 15
Show to the table, Handouts, Table display
Put a picture, a map or a letter in front of everyone.
- On a picture, a map or a handout, press Show to the table.
- Choose Everyone or Only the players I tick. Tick Players keep this afterwards if they should find it again. Press Show it now.
- It opens on their screens at once and stays until you press Stop showing.
- Share, Shown to the table is the log. Open the table display opens a page for a TV.
- Share, Handouts: add a file, then choose Who can see it.
Tip: A handout stays private until you change who can see it.
§ 16
Atlas: maps and fog
A map that shows players only what they have explored.
- Open World, then Atlas. Maps are shelved by book and chapter. New map adds one.
- Open the map. Map setup holds the base image (Replace the base image).
- Draw an area makes regions. Reveal with brush and Hide again with brush paint fog away or back.
- In Map setup, press Make the players' copy, then press Show this map to the table.
- Show on this screen takes the map full screen with your markings hidden. Drag the window to the TV first.
Tip: Players only ever get the players' copy, never your own view.
§ 17
Connections and family trees
See who knows whom.
- Open World, then Connections.
- Add connection: pick From, the link and the other end, and Who can see it.
- Family tree, then Show family tree for one person.
- In a faction, set a Rank and press Save rank.
- View as player (L) shows the web as one player sees it.
Tip: Tidy the layout redraws it. Anything you placed by hand stays put.
§ 18
Timeline and World calendar
In-world dates everyone shares.
- Open Settings, World calendar. Start from a preset or your own months, then set Today in your world and press Save calendar.
- Open World, then Timeline, and Write down what happened with its date.
- Advance the day or Set the date moves your world's today. Everyone sees it.
Tip: No calendar yet? The Timeline offers Want in-world dates? Set up a calendar.
§ 19
Quests
A quest log the players can follow.
- Open World, then Quests, and press New quest. Fill in Name of the quest, Who gave it and Reward.
- Reveal it to players like any page. A new quest is yours alone until you show it.
- Mark it with Mark done, Mark failed, Drop or Reopen.
Tip: You run the log. Players mark nothing.
§ 20
Notes and settling theories
Keep your own notes, and judge the players' theories.
- Open World, then My notes, for your own notes.
- When a player shares a theory with you, open it and hold Hold to settle: they were right or Hold to settle: they were wrong.
Tip: A player's private notes are private from you too.
§ 21
Library, Books and generators
The rules your table plays by, and tools to fill a gap fast.
- Library holds every rule, species, class, spell, item and monster in this campaign. Add an entry adds your own.
- Books lists every book. Open one and choose Open to the table or Hide from the table, for The whole book or one part.
- On a species, class or subclass page, Picture and description sets what players see in the builder.
- Table generators roll random names, treasure, rumours and weather. Starter tables installs a set in one press.
- Bring in content copies a campaign from World Anvil or Kanka. Everything arrives visible only to you.
Tip: Players see only the books you open. Check with See it as a player.
§ 22
Money & items
Coins and loot the whole table can see.
- Open Money & items, then Inventory & money. Press Set up money, then Hold to turn money on. It installs the standard coins and gives the party and each player a purse.
- Add an item: choose Who gets it, From the item list or Something not in the list, and How many, then press Add.
- Choose an item in someone's list to Change quantity, Give to... or Remove.
- Move money pays coins between people; Hand out loot splits a haul (Split evenly).
- Every change is in History, with Undo.
Tip: Rename the coins under Settings, Coins.
§ 23
Shops
A shop the party can buy from.
- Open Money & items, then Shops, and press Add a shop. Pick the place or person who runs it and the Markup %.
- Open or close it with the hold beside Open / Closed.
- Open is not the same as visible. If the party cannot see the shop's page, the shop says so: hold Reveal this shop to the party.
Tip: A player sees the price and confirms before anything leaves their purse.
§ 24
Strongholds and Downtime
Turns between games, resolved before the next one.
- Open Money & items, then Strongholds, and press Add a stronghold.
- Between games, players set their actions under Downtime.
- Before the next game, open the turn and hold Hold to resolve this turn. Write What the player is told for each order.
Tip: A turn closes 24 hours before the next confirmed session.
§ 25
Chat as the DM
Speak for the world between games.
- Open Players, then Chat. You can read every chat, private ones included.
- Who is speaking lets you post as an NPC.
- Roll in chat and tick Hide this roll from the players. Later, hold Reveal to the players.
- Notify every player now sends a notification with your message.
- To email everyone when somebody posts, open Settings, Chat emails, and tick Email everyone when somebody posts in Chat.
Tip: Hold Withdraw to take a message back.
§ 26
Settings
Know what lives where.
- Open Players, then Settings.
- Campaign details, the banner and Chat emails come first.
- Under More settings: This table (Players & invites, Public page, Menu), Your world (World calendar, Coins, Custom fields), and Export and delete (Export, Archive and delete, Start another campaign).
- You at the foot holds your own name here, theme and notifications.
Tip: Export once now (Download as Markdown or Download as JSON), so you know the way out works before you need it.
§ 27
Troubleshooting
- A new version is live - reload to keep everything working: press Reload at a quiet moment. An old tab is the usual reason something stops working mid-session.
- A player cannot see something: open See it as a player for them, then Who can see what.
- A player cannot claim a character: check the three steps in Get every player a character.
- A seat link is used up or expired: make a new one under Invites.
- A helper can read too much: their job opens the hidden text on everything it covers. Change it under Helpers.