Running a game
The GM side: Library material, scenes, tokens, handouts, and what players see.
As the GM you build the world in the Library, prepare scenes and cast, decide what players can see, and present material when the session needs it.
#How a world is put together
A world holds scenes. A scene is one map with its own tokens, lighting, and fog. Swapping the active scene moves the whole table somewhere new, so a dungeon and the town above it are two scenes in one world.
The Library holds actors, notes, handouts, scenes, and system-defined campaign records across every scene. Folders, types, recent work, full-text search, references, backlinks, and page access make it a world-building tool in its own right.
#What players can see
Five controls work together, and it helps to keep them apart:
- The grid sets the map's scale and snapping geometry.
- Walls define where computed sight stops.
- Fog and exploration decide whether terrain outside current sight is dark or remembered.
- Vision limits what a player can see from where their token is standing.
- Library access decides which entries and pages a player can open later.
- Presentation pushes one page onto selected screens now without replacing its access rules.
#Next
For world building, follow Organize your world in the Library, Write connected notes and handouts, and Share and present Library material.
For a battle map, start with Set up a battle-map grid, then draw barriers for vision and movement and choose fog and exploration behavior.
For session generators, build and roll a Roll Table. The same
server-owned weighted roll supports a private panel preview and the immediate /table Chat command.