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Running a game

Campaign threads & locations

Keeping the open loops visible, and knowing where everyone is.

Campaign pulse

The Campaign tab (⌘4) opens on the pulse: where the party is, the in-game date, the time of day, and who’s there. This is the state you’d otherwise re-derive from last week’s notes in the first five minutes of the session — “wait, was it dusk or the next morning?” — and it’s the same set of facts the header shows on every tab.

Press Edit on the pulse card to change any of it. The current location can be one of your places, or free text if the party is somewhere you haven’t written up. Who’s here lists every NPC you’ve placed at the current location; click a chip to open them. If the current location has a map scene attached, Open Owlbear scene is right there.

The Campaign tab: the campaign pulse card with location, date and time, the open threads list, and places of interest.
Pulse, threads and places, side by side. Everything here is written by you, in advance or on the spot.

Threads

A thread is one line: the loop the party opened and hasn’t closed. “The barge captain knows who paid for the crossing.” “Grum promised the orphanage a roof.” Type it into the field at the bottom of Open threads and press ; the thread is tagged with the current session number, so you can see how long each one has been hanging.

Click the dot beside a thread to resolve it. Resolved threads move below the open ones, struck through, and stay visible — the count in the corner reads “5 open · 12 resolved” — because a thread the party thinks is closed is exactly the kind you’ll want to reopen when the sequel arrives. Click the dot again and it’s open.

Locations

Under Places of interest, Add place takes a name, a line on what’s there and what’s for sale, an Owlbear Rodeo scene URL, and private DM notes. Each place row has set current, which is how you move the party, and a scene ↗ link if there’s one attached. Click the name for the drawer with the full description and notes.

For a place the party hasn’t reached yet, write the one thing that makes it different and the one thing that’s for sale there. You’ll improvise the rest when they arrive, and you’ll do it better with those two facts than with three paragraphs you wrote a month ago.

Advancing in-game time

The date and time of day are text fields, not a clock. “17 Ches” and “Dusk · day 4” are both fine, and so is your own calendar. The app never advances them on its own — it doesn’t know whether the party spent the night or a fortnight — so moving time is a deliberate act at the end of a scene, done through the pulse card’s Edit.