Running a live session
Everything you need to run the night lives in one floating dock, open on every page, that carries the table's chat and the campaign's clock. Collapsed, it sits in the corner as a small pill with a count of anything unread. Open it and it is where you talk to the table, move time, and start and end the session.
The party dock
The dock floats in the bottom-right corner of every page, for you and for every player. Click the pill to open it, and click outside it or press Escape to send it back to a pill without losing whatever you were typing. Along the top are its tabs: the party's general chat, any private threads you have open, a read-only log of what the system has been doing, and, for you alone, a Time tab. A player has the same dock and reads the same clock in their header, but gets no Time tab. Moving time is yours.
Chat
Three kinds of talk share the dock.
- General is the whole table, in one thread everyone sees.
- A whisper is a private thread between you and one or more players, opened with the + button. Each set of people is its own thread, so a side conversation stays with the people in it.
- The Log is a running, read-only list of what happened: a spell cast, time moved, an encounter started. Anyone who looked away can catch up without asking.
Moving time
The Time tab moves the campaign's clock, and only you see it. Advance by hours, days, or weeks. Before the jump commits, it shows you what you would step over: a festival on the calendar, or a moon reaching full, so a week does not silently skip something that mattered. Dawn and dusk are buttons, each advancing to the next one. They are worked out from your calendar's own sun, so they land correctly whatever hour you are on. As the clock moves, the rest of the campaign moves with it: timed effects end when their time comes, and shops restock as their days pass, on the same clock the calendar runs on.
Recording a session
The Time tab also holds a Start and an End for the play session itself. Press Start when the table sits down, and End when you are done. Ending it assembles a Session page for the night: the encounters you ran, the loot handed out, the spells cast, how many whispers each player traded, and what you revealed. It is a log assembled from what actually happened, so it is accurate, and you can turn it into a proper recap in a few minutes if you want one.
That page stays with you by default: it lists what each player was told and what you chose to reveal, so check it before sharing any of it with the table. You decide what of the night, if anything, the party sees. Ending a session can also drop a marker on the calendar for the date it happened, which the whole table can see. And if a fight is still on the table when you end, it is left running and named for you, so nothing in progress is lost.
The clock, the dawn and dusk buttons, and the skip warnings all read from your calendar. The calendar guide covers how you shape it. Combat keeps its own round-by-round clock that this one never touches; that is in the combat tracker guide.