The Play view
The GM's working surface during the game. The playing-Scenes pile, the three-column layout, and the way Clues nudge the next Scene into view.
The GM's working surface during the game. The playing-Scenes pile, the three-column layout, and the way Clues nudge the next Scene into view.
It's 9:14pm on a Wednesday, the harbour bar Scene is running long, and one of the players just asked the bartender about the missing dockhand. That's the Clue you wrote a week ago, the one that opens the cannery road Scene. You need to find it, surface it, and queue the next Scene without breaking the rhythm of the table.
That's what the Play view is for.
The Play view is the GM's working surface during the game, opened from the Campaign page with the "Run session" button. Where the Canvas is for prep, the Play view is for play.
The difference matters. Prep wants room to wander, to read the long description of an NPC, to redraw a Clue line. Play wants the opposite: every common thing one click away, nothing else on screen, and the next Scene already half-loaded so you can drop it in without the party noticing.
At the centre of the Play view is the playing-Scenes pile: the queue of Scenes currently in play. A Scene in the pile is one (or two, or three) the GM is actively running.
Scenes move through three states:
Ready. The Scene exists in the Campaign and could be played. It's sitting in the Scene browser, waiting.
Active. The Scene is in the playing-Scenes pile. It's happening at the table.
Played. The Scene is done. It drops out of the pile and is logged against the Session.
The pile is the place you look while you're running the game. Everything else is one column away.
To start a Scene, you add it to the pile. The Play view's Scene browser is the left column: every Scene in the Campaign, filterable. Pick one, and it moves into the pile. The moment it lands, any Clues that Scene activates become available to the party, and you can surface them.
You can have more than one Scene in the pile at once. A common pattern is a long-running Scene at a Location plus a shorter Scene that walks in halfway through (a messenger arrives, a fire breaks out, the harbour master pushes through the bar door). Both sit in the pile until you mark them done.
The Play view reacts to play, not just to the GM clicking around. When the party finds a Clue that activates a different Scene, that Scene becomes available for you to add, and the Play view highlights it in the Scene browser. You don't have to remember the chain you laid out on the Canvas; the Play view reminds you.
The Play view is laid out in three columns:
Left, the Scene browser. Every Scene in the Campaign, with filters. This is where you reach for the next Scene to drop into the pile.
Centre, the active Scene's narrative. The notes, the description, the list of Clues the Scene activates. While the Scene is active, this is the panel you read aloud from and write into.
Right, search and state. A search box that reaches across the Campaign (Locations, NPCs, Items), plus the running state of the Session: notes you've taken, Clues the party has found, Threats currently in play.
Attention moves left to right as a Scene unfolds: pick from the left, run from the centre, look things up on the right.
The Play view is the perfect thing to have open during the game. Set it up once, before the players arrive, with the first Scene already in the pile and the Scene browser filtered to the arc you're on. From that point, every Clue the party finds bubbles the next Scene to the surface, and the night runs through the Play view from start to finish.