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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.

Banner image

Recommended: 1920 × 640 px (3:1 wide cinematic).Wide cinematic banner (3:1). Also works at 1600×534 or 1200×400.

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

Metadata (not scenes)

Which Story-tab beat this episode serves. One line.

One stance the table must take before you stop.

1

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.
Preview
2

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.
Preview
3

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.
Preview
4

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.
Preview
T

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.
Preview