Campaign Play

Campaign Play is the DM-facing mode for running scenes as playable encounters instead of just reading them as notes.

It is built for D&D-style play, but the structure also works for any RPG where you need:

How to open it

Campaign Play is currently opened from the swords ribbon icon in the left sidebar.

There is no dedicated command palette command for it yet.

The mental model

Think of Campaign Play as a thin runtime layer on top of your existing notes:

You are not creating a separate game database. You are reusing the same notes you already write with.

5-minute setup

1. Prepare player characters

Open each player character and fill in the campaign-ready fields:

Important: ownedItems matters. When you start a session, the party inventory is seeded from the selected characters' owned items.

2. Create plot items for anything you want to track

Use plot item notes for keys, quest items, consumables, magical artifacts, and tools.

Campaign-specific item fields include:

Practical examples:

3. Build a playable scene

Open a scene and use Edit Branches & Encounter Table.

Each branch can define:

Requirements

You can gate a branch with:

Outcomes

A branch can:

If you want random content, add an encounter table to the same scene.

4. Start a session

Click the swords ribbon icon, then create a new session.

Pick:

The session note stores:

5. Run the session

Inside Campaign Play you can:

What the sidebar is for

Party

Use this to track:

If a character does not have party state yet, you can initialize it from the sidebar.

Inventory

This is the session's shared item state.

If a matching plot item note exists, you can also:

Lore and log

The session view keeps quick-reference context near the scene and records what happened as you move through branches.

Easy first demo setup

If you want a stable test story, build this:

  1. Two characters with D&D stats.
  2. One plot item called Rust Key.
  3. A starting scene called Locked Door.
  4. Branch A: Pick the lock
    • dice: d20
    • stat: dex
    • threshold: 13
    • success target: Treasure Room
    • fail mode: loop
  5. Branch B: Use the Rust Key
    • requiresItem: Rust Key
    • success target: Treasure Room
  6. A second scene called Treasure Room.

That one setup lets you test:

Tips that save time