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Early access. Anyone can sign in and start a campaign on the free plan; a player's seat still arrives as a link from their DM.

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.

  1. 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.
  2. Open Characters, then Character sheets. Under Sheet templates, press Install D&D 5e (2024). Once, for the whole campaign.
  3. Give each player a character: see Get every player a character.
  4. Open Players, then Players & invites, and the Invites tab. Press Invite a player, then Create invitation link, and send each link to one person.
  5. Open Players, then Sessions, and press Suggest dates to the players.
  6. 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.

  1. Your menu has eight rows, one per job: Home, Game night, Characters, Share, World, Library, Players and Money & items.
  2. The pages inside a row are the buttons along the top of each page.
  3. Along the top: Search (or Cmd/Ctrl+K), Help and Account, plus Inbox if you sit at more than one table.
  4. 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.

  1. On Home, type a name under Quick add, pick a Type and press Add.
  2. Open the page and press Edit. It Saves as you type. Type [[ to link another page.
  3. 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.
  4. Page history shows every change.
  5. 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.

§ 04

Hidden by default: how players see things

Every page starts DM only. You then show it to The whole party or One player at a time. A player who cannot see something is not shown a lock or a gap: it is simply not there.

You can also hide one passage inside a page that is otherwise shown, and reveal that passage to one person.

You can hide a page again (Hold to take this back from everyone), but a player may already have read it. Who has read it tells you.

Tip: Never type "[secret]" into shown text to hide something. Hide the passage instead.

§ 05

Reveal things

Show the table what they have learned.

  1. Open Share, then Reveals.
  2. Under Reveal one entry, search for the page and open it.
  3. 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.
  4. 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.
  5. 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.

  1. Open Players, then Players & invites. The tabs are Players, Invites and Helpers.
  2. 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.
  3. Press Copy and send the link to one person. Whoever opens it takes the seat.
  4. Players lists who is seated, their character and role. Remove takes someone out.
  5. 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.

  1. Install a template, once: Characters, Character sheets, then Install D&D 5e (2024).
  2. Make the character: add a person in People, tag it "pc" so it sits under Player characters, then reveal it to that player.
  3. 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.

  1. Characters, Character sheets lists every character: players', spare characters and NPCs.
  2. New character sheet asks Who is it for: For a player at this table, A spare character nobody plays yet, or An NPC.
  3. Open any sheet to read it, change it, or Print this sheet.
  4. 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.
  5. Retire the character they play now moves a sheet to Fallen and retired.
  6. 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.

  1. Open Characters, then People: every person in your world.
  2. Create an NPC: describe Who is this? and get a full write-up, or Roll one from the tables.
  3. Random NPC: one press, one whole person. Create this NPC keeps them; Re-roll tries again.
  4. 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.

  1. Open Players, then Sessions, and press Suggest dates to the players. Tick dates, set a Start time, and send.
  2. Players tick what suits. Best dates sorts them; Check who can make it now recounts.
  3. 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.
  4. Set how often you play sets your usual day, start, length, venue, the Fewest players to run a game, and reminders.
  5. 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.
  6. 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.

  1. 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.
  2. Ask players to press Join the game.
  3. 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.
  4. Reveal a card to the table: hold Hold to reveal <name> to the party.
  5. Advance time moves the clock on and ends spells that run out.
  6. Atlas, Library, Reveal by chapter, Handouts, Money & items and Chat open in a new tab, so the board stays put.
  7. 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.

  1. On the board, the fight block (press I) has three steps.
  2. 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.
  3. Roll initiative: press Roll for the monsters, and type in each player's total.
  4. Start the fight. N is next turn, P goes back.
  5. Press a name to apply Damage, Heal, Temp HP or Add condition, or to Open the stat block.
  6. 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.

  1. Open Game night, then Encounters.
  2. Pick one From the book (search by title, area or monster), or build your own under Find monsters.
  3. Set your party's Characters and Level. The fight reads Low, Moderate or High. Suggest a fight for this party builds one for you.
  4. Save for later keeps it under Saved fights.
  5. 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.

  1. Open Game night, then Adventure. Pick a book, a chapter, an area.
  2. Press Add to my story. My story keeps your stops in your order, across books, with Your note for this stop.
  3. Now playing marks where the party is; Next moves on; Done ticks a stop off.
  4. An area shows its people, The fight, The map and From the book on one screen.
  5. 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.

  1. On a picture, a map or a handout, press Show to the table.
  2. Choose Everyone or Only the players I tick. Tick Players keep this afterwards if they should find it again. Press Show it now.
  3. It opens on their screens at once and stays until you press Stop showing.
  4. Share, Shown to the table is the log. Open the table display opens a page for a TV.
  5. 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.

  1. Open World, then Atlas. Maps are shelved by book and chapter. New map adds one.
  2. Open the map. Map setup holds the base image (Replace the base image).
  3. Draw an area makes regions. Reveal with brush and Hide again with brush paint fog away or back.
  4. In Map setup, press Make the players' copy, then press Show this map to the table.
  5. 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.

  1. Open World, then Connections.
  2. Add connection: pick From, the link and the other end, and Who can see it.
  3. Family tree, then Show family tree for one person.
  4. In a faction, set a Rank and press Save rank.
  5. 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.

  1. Open Settings, World calendar. Start from a preset or your own months, then set Today in your world and press Save calendar.
  2. Open World, then Timeline, and Write down what happened with its date.
  3. 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.

  1. Open World, then Quests, and press New quest. Fill in Name of the quest, Who gave it and Reward.
  2. Reveal it to players like any page. A new quest is yours alone until you show it.
  3. 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.

  1. Open World, then My notes, for your own notes.
  2. 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.

  1. Library holds every rule, species, class, spell, item and monster in this campaign. Add an entry adds your own.
  2. Books lists every book. Open one and choose Open to the table or Hide from the table, for The whole book or one part.
  3. On a species, class or subclass page, Picture and description sets what players see in the builder.
  4. Table generators roll random names, treasure, rumours and weather. Starter tables installs a set in one press.
  5. 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.

  1. 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.
  2. Add an item: choose Who gets it, From the item list or Something not in the list, and How many, then press Add.
  3. Choose an item in someone's list to Change quantity, Give to... or Remove.
  4. Move money pays coins between people; Hand out loot splits a haul (Split evenly).
  5. Every change is in History, with Undo.

Tip: Rename the coins under Settings, Coins.

§ 23

Shops

A shop the party can buy from.

  1. Open Money & items, then Shops, and press Add a shop. Pick the place or person who runs it and the Markup %.
  2. Open or close it with the hold beside Open / Closed.
  3. 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.

  1. Open Money & items, then Strongholds, and press Add a stronghold.
  2. Between games, players set their actions under Downtime.
  3. 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.

  1. Open Players, then Chat. You can read every chat, private ones included.
  2. Who is speaking lets you post as an NPC.
  3. Roll in chat and tick Hide this roll from the players. Later, hold Reveal to the players.
  4. Notify every player now sends a notification with your message.
  5. 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.

  1. Open Players, then Settings.
  2. Campaign details, the banner and Chat emails come first.
  3. 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).
  4. 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.