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Campaigns

A campaign is the container for a game: its maps, characters, chat, and players.

Creating one

Campaigns → New Campaign in the left rail. You give it a name and pick its game system; Create makes the campaign and walks you through the rest — a few steps, every one skippable, every default shown:

  1. The configuration a table decides at session zero — the system's questions first (starting level, ability score methods, which sources are open, how characters advance), then the platform's (what players may do, how treasure moves). See Configuration.
  2. Distance and area — how the map measures.
  3. Currencies.
  4. Reference data — the conditions, light sources and vision types the system supplied.
  5. A summary, and Done.

Skipping a step keeps its defaults, and everything is on the campaign's Edit page afterwards. Open the full editor is there throughout.

Useful fields:

Field What it does
Name What it is called everywhere
Abbreviation A short form (e.g. "VoE" for "Vault of Echoes") used where space is tight
Slug Makes the URL prettier — /campaign/vault-of-echoes instead of an ID
Game system Which rules the campaign's characters use — see Systems and Modules
Card / background image Art for the campaign list and the campaign page
Base currency The default currency for ledgers and equipment

The campaign page

/campaign/‹id› is the campaign's home, with its maps, characters, parties, and settings. From here you can:

  • open or create maps,
  • open or create characters,
  • manage members and invitations,
  • edit campaign-wide definitions: conditions, damage types, currencies, property definitions, attribute groups, bars, roll tables, and campaign actions.

Those definitions are what make a campaign feel like your game rather than a generic one. They are campaign-scoped, so experimenting in one campaign cannot break another.

Configuration

Every campaign has a set of settings — the things a group decides at session zero — declared by the game system and by the platform, each with a default and a line of help. They are on the campaign's Edit page, under Configuration, one section per group.

The platform's groups are the same in every campaign:

Group What it holds
Players What members may do without the GM: make maps, edit each other's maps or characters, invite people, create chat channels; how many characters each may bring; whether a new character needs the GM's approval; when sheets may be edited (always, between sessions, or by the GM only). Only the campaign's owner changes these — two of them are permission grants, and the tab and the Share dialog read the same row.
Rolls Where a roll goes: whether players' rolls are visible to everyone or the GM only (a roll frame then posts to the GM's Secret channel), whether the GM's are hidden (theirs post there), whether players may roll in secret (a message starting /secret goes to the Secret channel; off, it is refused). A roll in a private message stays there.
Treasure How items reach a character (freely, from the Treasury only, or only in a distribution session), which distribution methods are allowed, whether party treasure is carried by someone, when players see loot, what a new character starts with, and the sell rate. See The Treasury.
Map art The art packs generated maps are drawn with, by pack id and in order: for each kind of tree, rock or ground, the first pack that has it wins. Empty uses every installed pack. It changes how a generated map looks, never where anything is.

The system's groups depend on the system. 5e declares character creation (starting level, ability score methods, sources, classes, species, backgrounds, feats, spells, multiclassing, hit points at level up, starting magic items, starting gold by level), advancement, combat, rest and recovery, gear and magic, and inspiration; System 8 declares character creation, advancement, combat, gear and wealth, and inspiration, with the docs' values as defaults.

A setting shows default until you change it, and Reset to default after. Changing the campaign's game system keeps every setting the new system declares the same way and resets the rest, telling you which.

Actions can read the settings — api.campaign.configuration('startingLevel') — and the character sheet will, in a later release.

The Treasury

Every campaign has a Treasury: its inventory of everything that is or was treasure, wherever it sits — held by a character, in a bucket (the party's treasure, a hoard, a merchant's stock, the starting kit, a defeated enemy's loot), on an object token, or by nobody yet. An item has one holder and moves by one transfer, so it cannot be claimed twice: when two players reach for the same thing, one gets it and the other is told it has gone.

The Treasure settings decide the rules. With From the Treasury only, a player cannot add an item to their sheet by hand — they claim it from a bucket the GM has revealed. Starting equipment decides what a character begins with when it joins: the system's kit for its class (transferred into its inventory, its coins into its wallet), a sum of starting currency, a starting bucket the GM earmarks items in, or nothing. A bucket the GM has not revealed is invisible to players; the party's bucket always shows.

The Treasury has a history of its own, so who took what is in History and Restore. The page that shows it — hauls, loot from enemies and chests, distribution sessions, merchants, party treasure — is The Treasury.

Members and roles

People join a campaign by invitation. Members have a role — the owner (GM) has full control; other members' access to individual characters and tokens is controlled separately.

→ Sharing and Permissions

Campaign-wide definitions

Definition Used for
Conditions Status effects a token can carry (poisoned, prone…), with badges shown on the map
Damage types The kinds of damage actions can deal
Currencies Money, for equipment and the ledger
Property definitions The named properties tokens and characters carry
Attribute groups How those properties are grouped on sheets
Bars The status bars drawn on tokens (hit points, etc.), including how their value is computed
Roll tables Random tables you can roll on
Campaign actions / functions Reusable actions and helper functions available across the campaign

Most of these arrive pre-populated when you choose a game system, so you only touch them if you want to change something.

Copying between campaigns

Maps can be copied from one campaign into another, and characters can be linked into a campaign without leaving their original home. This is how you reuse a dungeon or bring a character into a one-shot.

Chat

Every campaign has its own chat log, at /chat/‹campaignId› or in the sidebar during play.

→ Chat, Voice, and the Combat Log

Hiding and deleting

  • Hide a campaign to remove it from your list without affecting anyone else. This is a personal, per-device preference.
  • Delete a campaign to move it — and all its maps and their contents — to the trash. It is recoverable for 30 days.

→ Your Data