For players
Your character. Your party. Your turn.
Join the campaign your GM has prepared, keep your character close, and follow the action from your own browser.
Create your account →Join with your GM's invite code.
Create an account or sign in, then use the code your GM shares to join the campaign. Give your account a name your group will recognize. Once you are in, choose one of your existing characters for that game or create a new character from the available options.
The campaign brings your selected character together with the rest of the roster. You do not need to create a separate campaign just to play in your GM's game.
Keep track of what your character has left.
Your sheet puts attributes, available abilities, and resources alongside the campaign. Adjust your own resource totals when you spend or restore them. During an encounter, hit point changes stay connected to the character rather than living only in a temporary combat list.
Continue using your rulebooks or paper notes for details outside the current sheet. The included character setup is a starting foundation, not a complete character builder for every level and option.
Be ready when the spotlight reaches you.
Keep the campaign open during combat to follow the shared turn order. The encounter shows who is acting and calls out when your turn is coming. You can think through your next move while the GM handles enemies, conditions, and the flow of the fight.
Prefer to put your phone away?
Ask your GM to add you as a guest. You can still take part in initiative and have your hit points tracked without creating an account or keeping a device open. Your GM handles those updates while you play with the rest of the table.
If you do use your own screen, keep an internet connection available for live updates. GM Console runs in a browser; there is no app installation step.
Make a character the party can connect with.
A memorable character does not need pages of backstory before the first session. Bring three useful details: something they want, someone they care about, and a reason they will cooperate with the group. Those details give the GM material to use and give other players ways to involve you.
For example, a former courier might be searching for a missing mentor, still carry an undelivered letter, and trust another character because they once shared a dangerous journey. Each detail can become a conversation or decision. None requires the GM to stop the adventure and explain an entire personal history.
Ask another player for one small shared memory. Perhaps you lost a contest together, owe the same innkeeper money, or disagree about the best route home. A connection like that helps the party feel like people rather than a collection of individual introductions.
Prepare an intention before your turn.
While another participant acts, decide what your character is trying to achieve. “I want to get the trapped scout out” gives the GM more to work with than a long search through every possible ability. You can then ask which information or rule matters to that attempt.
Keep a second idea in mind in case the scene changes. If the bridge collapses before your turn, your rescue plan may need a different route. Preparation helps the game move, but it should leave room to respond to what your friends do.
When you make a resource change, say what it represents and check the new total. That small habit helps your GM and avoids discovering a disagreement several turns later.
Give other characters something to answer.
Ask for an opinion in character, invite someone to help with a task, or notice a detail tied to their background. “You used to sail this coast; does that flag mean anything to you?” brings another player into the scene without deciding their answer for them.
Leave space after you ask. Some players need a moment to form an idea, especially when they are new. A group becomes more enjoyable when curiosity travels around the table rather than always moving between one player and the GM.
Take your seat at the table.
Bring your party together in GM Console.