Session creator
A session sits inside one Story-tab beat. It does not replay the Hero's Journey. Stock toys — do not script the path. Plan ~2.5 hours for a 3-hour night. Save creates a private Report. For fights, use theCombat encounter designer. GM only.
Cast (from articles)
Add people, organizations, settlements, or species from your codex. They appear on the session article.
Tonight's shape
Session 1 · filled scenes light up · click to jump
Session notes
Intro — The Door
Lock tonight's problem. Something is already happening. · 25–40 min · Entrance + Guardian
GM guide
Purpose: Lock tonight's problem. Something is already happening. Toys: a room in crisis; one NPC mid-want; one clock already ticking; optional small conflict (scuffle, accusation, stubborn guard — not the boss). Bang: present tense, sensory, in the room. No inn wake-up. No "what do you do?" Player job: get involved. They may refuse the call. The clock still ticks. Cut when: Tonight's Question is audible. Do not solve it here. Avoid: Status Quo, shopping, recap-as-scene, the villain's full speech.
Buildup — The Price
Play with the toys, then make the question expensive. The Turn lives here. · 50–70 min · Puzzle + Trick/Setback
GM guide
Purpose: Play with the toys, then make the question expensive. The Turn lives here. Toys: two nodes (either order — each has clue, temptation, way it goes wrong); one secret that can fall out of any toy; one NPC whose want collides with a PC; The Turn in your pocket (recontextualizing fact, hidden clock hitting zero, ally choosing a side, or a success that makes things worse). Bang: they arrive with a plan, or with the Intro still on fire. Put a toy in front of them. Player job: pick a plan (Sequel breath), then watch it hit the world uncleanly. "Heed the Call" happens here if it happens — you do not schedule it. Cut when: the first half of the night now means something else, and something they care about is at risk. Avoid: three extra NPCs, a second fight that is not the Turn, solving the question early, playing every toy you built. If it runs long: fire The Turn and cut.
Climax — The Stance
Force a stance. Answer Tonight's Question with force. · 40–55 min · Boss
GM guide
Purpose: Force a stance. Answer Tonight's Question with force. Toys: a set-piece with one usable feature; the opposing want, embodied; what can actually be lost; steel on the table even if this is a trial, heist, chase, or duel of words. Bang: the cost from Scene 2 walks in. Do not restart the premise. Player job: choose, fight, deal, flee, or break something. The world answers. Cut when: they have taken a stance and the world has answered. Not when HP hits 0. Avoid: a fight that does not answer the question; two meaty conflicts; a clean win if the question was expensive. Runtime: one meaty conflict only.
Release — The Echo
Feel what changed, then leave next week's Intro. · 10–15 min · Reward + Revelation — not a bow
GM guide
Purpose: feel what changed, then leave next week's Intro. Toys: one fallout image; one new fact they did not have at sunset; the Live Wire (a name, a body, a kicked door, a clock with one tick left). Bang: quiet after noise, or noise after a quiet deal. Short Sequel: reaction, then the new question. Player job: notice the cost. They do not have to solve it. Cut when: a question is alive and people can stand up. Avoid: shopping; "you rest and level up" as the last image; resolving the campaign beat unless this night is the campaign climax; a fifth scene.
Toy Stockpile
Build 6–8 toys. Intro uses 2 · Buildup 3–4 · Climax spends one · Release reveals one leftover.
GM guide
A toy is: an NPC with a want and a move if ignored; a node with clue / temptation / failure; a three-tick clock that advances whether they act; a secret that can fall out of any scene; a set-piece feature. Spend: Intro uses 2. Buildup plays with 3–4. Climax spends the one that answers the question. Release reveals one leftover as the live wire. Unused toys keep.