Support/Scenarios
Support · Guide

GM Scenarios

Updated July 2026

A scenario is a single scene or session within a campaign — the place where you track what's happening right now. Scene notes, loot, and participant HP all live here, in one scroll, ready to use mid-session without switching screens.

Getting here

Open a campaign from the Campaigns tab. Tap a scenario card to enter Scenario View. Tap the back arrow to return to the campaign — your notes, loot, and participant changes are saved and waiting when you come back.

Running a live session

Starting a session is what makes a scenario visible to your players in real time.

  • Tap Start Session at the top of Scenario View. The scenario shows a live strip — a ● LIVE pill and an elapsed-time counter — and appears on your players' Play tabs immediately.
  • If another scenario in the same campaign is already live, Start Session asks first: Switch Live Scenario? Confirming ends the old one and starts the new one in a single step — there's never a moment with two scenarios live, or none, mid-swap.
  • Tap End Session (in the live strip) to stop. Your players' screens quietly show "Session ended" — nobody gets kicked out mid-read.
  • Leaving Scenario View, closing the app, or editing a different scenario does not end a session — it keeps running until you explicitly end it.

Your own Play tab lists every live session across your campaigns, so if you're running more than one at once you can jump between sessions without ending either.

Sharing your scene notes: the Scene Notes section (below) has a Share with players on save checkbox. When it's checked, saving your notes publishes them to your players' Play screens as well as saving your private copy. Leave it unchecked to keep a save private. A Shared pill appears on the section label once anything has been published, with an "· edited since last share" note if your saved notes have since diverged from what players are seeing.

Scene Notes

The top section is a freeform text area for anything you need during the scene — boxed text to read aloud, GM reminders, NPC motivations, what the party doesn't know yet.

Tap the field and start writing. A Save Notes button appears when you have unsaved changes. Tap it to commit — the button disappears once saved. Check Share with players on save first if you want this save to also go out to the table (see above); leave it unchecked for a private GM-only save.

Notes are saved per-scenario and persist between sessions.

Loot

Use the Loot section to track items the party finds during the scene.

Adding an item:

  1. Type the item name in the Item name field.
  2. Use the and + controls to set the quantity (minimum 1).
  3. Tap Add (or press Enter/Return on the name field).

The item appears in the list with its quantity shown as ×N. New items are added at the bottom, in the order they were found.

Removing an item: Tap the × button on the right of any loot row. A confirmation dialog appears — tap Remove to confirm, or Cancel to keep the item.

Handing an item to a player: if any party member has shared a character with the campaign, an Allocate pill appears on unassigned loot rows. See Loot Assignment for the full walkthrough.

Participants

Track every NPC and PC active in this scene, in one list.

Adding a participant — two ways:

  • Add from campaign — tap this above the manual add form to pull in any character your players have shared into this campaign, or any NPC from this campaign's NPC library, with one tap each. This is the quickest way to seat a scene, and it's the only way to add a participant your players' own actions can affect (see Combatant Card, below).
  • Manual add — enter a name, tap NPC or PC, set a Max HP, and tap Add Participant. Use this for a one-off extra (a random mook, a placeholder) that isn't a real character or library NPC.

They appear in the list at full HP.

Tracking HP: Each row shows the participant's name, a type badge (NPC or PC), and a colour-coded HP bar — green at 60% or above, amber 30–59%, red below 30%.

  • Manually-added participants and library NPCs show /+ steppers — tap to adjust HP directly, saved immediately.
  • PCs added from campaign show their HP live from the player's own character sheet, with no steppers — you can watch it, but only the player can change it (see Combatant Card below for how to propose a change).

Removing a participant: Swipe left on the participant's row to reveal the remove action, then tap it. Confirm in the dialog that appears.

The Combatant Card

Long-press a row (on phone/tablet) or tap the card-glyph icon at the row's right edge (on web) to open the Combatant Card — a fuller view of that participant without leaving the tracker.

  • Name, avatar, type, plus level and concept for a PC.
  • HP. For an NPC, the same steppers as the row. For a PC, the bar is read-only with a Propose HP change button — set a signed amount (negative for damage, positive for healing), optionally add a reason like "Fire lash," and send it. The player sees it on their own screen and decides whether to accept it — see [Play Mode](guide-play-mode.md#when-your-gm-proposes-an-hp-change) for their side. While a proposal is pending, the card shows "Awaiting {name}'s confirmation" with a Withdraw proposal option.
  • Attributes, Guard, Toughness, Resolve — for an NPC, tap any attribute chip to roll it (opens the same roll popup as everywhere else in the app). A PC's attributes are shown read-only.
  • Boons & Banes — editable for an NPC (add or remove freely); read-only for a PC.
  • View full sheet → at the bottom opens the character's or NPC's full page.

Initiative (Open Legend only)

On an Open Legend campaign, every tracker row gets an initiative chip and a small dice-glyph button. Tap the glyph to roll that participant's Agility for initiative — the result fills the chip and the whole list immediately re-sorts, highest first, with anyone who hasn't rolled yet sorted to the bottom. Re-rolling updates the value and re-sorts again. There's no round counter or turn tracker yet — this is ordering only.

Campaigns on a system without an initiative mechanic (like Monster of the Week) don't show this at all.

Revealing an NPC mid-scene

A library NPC added to the tracker gets an eye icon on its row while the session is live — tap it to change what the table sees for that NPC (Hidden, Name only, or Name + stats) without leaving the tracker. This is the same three-state exposure setting as the NPC's own entry in the campaign's NPC library, just quicker to reach mid-fight.

Live rolls at the table

Whenever anyone rolls — you or a player — everyone else connected to the session sees a brief notice with the result pop up and fade after a few seconds. Your own rolls (and any roll you make through a Combatant Card, for an NPC) open as a secret popup by default, visible only to you, with a Reveal to table option if you want to share that specific result. Nothing you roll goes to the table automatically.

Session Clock

Track a countdown or a segmented "doom clock" for the scene. It sits below the live-session strip.

  • Tap + Add a clock, give it a label (e.g. "Torch," "Doom Clock"), and choose Countdown (a duration in minutes) or Segments (4, 6, 8, or a custom number of steps).
  • Countdown: counts down in real time. Pause, resume, nudge by ±30 seconds, or reset from the clock's own controls. At zero, it shows as expired with a single Restart option.
  • Segments: tap Fill to advance one step, the small to back up one, or Reset to clear it. Full is shown as "{label} — complete."
  • Players see the same clock, read-only, and it updates on their screens live as you change it.
  • One clock per scenario — it stays with the scenario across sessions, so pick it back up next time you run the same scene.
Add participants before the scene starts — entering them while planning means you're not typing during play.
Use scene notes for anything you don't want on a player's screen — NPC agendas, hidden room contents, GM reminders. No screen in the app shows this to players. That said, it's off-screen prep, not airtight secrecy — treat it like a GM's paper notebook, not a locked safe, and keep genuinely sensitive real-world info out of it.
Loot quantity covers stacks — one "Health Potion ×3" is cleaner than three separate entries.
Manually-added participants and NPCs don't carry HP between scenarios — reset or re-add them at the start of each new scene. A PC added from campaign is different: its HP is always the player's real, current HP, so there's nothing to reset — it's the same number wherever it's shown.
Add from campaign, not manual add, if you want a participant a player can interact with — a manually-typed PC is just a name and a number on your screen; it has no player behind it to propose HP changes to or receive a live roll from.