Campaign management
A shared home for your tabletop campaign.
Keep the people, selected characters, and current action of each game together, from the first invitation to the next session.
Create your account →Start with the game's identity.
Create a campaign with a name, choose the game it uses, and add an optional description to set the scene. The selected game determines the character types, attributes, and abilities available when players create their characters.
Your campaign becomes the place the group returns to. Members join the same roster and select the character they are playing, so the GM can see who belongs to the game.
Invite the people you want at the table.
Share the campaign's invite code with your group. Players sign in, join with the code, and choose an existing compatible character or create one. Keep the code within your intended party; the GM can replace it when a new invitation is needed.
The GM can also remove members when the group changes. For someone who wants to play without their own account, add a guest by name and manage their seat from the campaign.
Keep separate games easy to find.
Your campaigns page lets you return to the games you belong to. Choose the campaign you are playing before opening its roster or encounter. A character selection is made for that campaign, which helps the table stay clear about who is playing whom.
Move naturally into the encounter.
The campaign roster feeds the seating and initiative flow. Arrange the table, mark attendance, and collect rolls when combat begins. You do not have to retype every member's name into a disconnected turn tracker.
Campaign management here focuses on the active party and session. Keep your longer world notes, adventure manuscripts, scheduling, and maps in the tools you already use. GM Console provides the shared table where those plans become play.
Write a campaign description that invites action.
A short description works best when it explains what the characters do and why they belong together. “You are the last licensed guides through a valley where the roads move each night” creates a stronger starting point than a list of kingdoms and historical dates.
Add one immediate concern and one question the group can explore. The guides might need to deliver medicine before the winter pass closes, while wondering who is changing the trail markers. Players can picture their first job and still see room for discovery.
Keep the description useful to the players. Put private revelations and future twists in your own notes, rather than treating a shared campaign description as a place for secrets.
Give recurring sessions a recognizable rhythm.
Try opening each meeting with the same three questions: Where are we? What were we trying to accomplish? What choice did we leave unresolved? Invite the players to answer before filling in missing details yourself.
A recap does more than refresh memory. It shows which events the group noticed and which relationships they care about. If everyone remembers the ferryman's strange apology but nobody remembers the mayor's title, that tells you where a future scene may find the most interest.
Finish with a similarly short closing note. Record the next destination in your campaign notes and ask whether anyone expects to miss the next game. Scheduling stays outside the app, but knowing attendance makes preparing the next roster much easier.
Keep a small supporting cast.
For each recurring person in the story, keep a name, a desire, and a memorable behavior. The baker wants the old bridge reopened and never lets a visitor leave hungry. The watch captain wants quiet streets and checks every window before speaking. A few clear details are easier to use at the table than a biography you have to reread.
Let those people respond to the party's actions. A rescued merchant can offer an introduction. A neglected promise can create an awkward conversation. Consequences make a campaign feel continuous without requiring a huge cast or a predetermined plot.
Create a home for your party.
Bring your party together in GM Console.