Define a secret
A Secret is a whole arc, not a single fact. Name the arc, write what's really going on across multiple Sessions, and the rest of the discovery network has something to point at.
A Secret is a whole arc, not a single fact. Name the arc, write what's really going on across multiple Sessions, and the rest of the discovery network has something to point at.
The investigators have closed the last case, and you have a feeling about where they'll wander next. The cult thread is still warm, the lighthouse keeper has been ducking the deputy for two Sessions, and you can see the shape of the next arc forming. Time to write it down before the players ask a question that forces you to improvise the whole thing.
A Secret is one of those arcs. Not a single hidden fact (those are Clues), but the entire layered truth the party will gradually come to understand over multiple Sessions. When you start a new arc, you create a new Secret.
You're starting a new arc, a new investigation, a new mystery. The kind of thing that will take the party several Sessions to unravel and will end with them either stopping something or being changed by it.
Open the Campaign and click "Secrets" in the sidebar.
Click the "+" button on the Secrets page. The Secret editor opens.
Title the Secret with the arc's name, not the punchline. The Innsmouth Cannery, The Harbour Master's Ledger, What the Lighthouse Saw. You'll see this title in the Canvas's Secret selector and in the Campaign's Secret list.
In the description, write the whole story, in your own words, for your own use. The players never read this. You read it when you're prepping a new Scene, when you're writing a new Clue, when you need to remember what the arc is actually about.
Save. The Secret joins the Campaign and is now available in the Canvas's Secret selector and the Clue editor's "leads to" field.
After saving, the next thing to do is place Clues that lead toward it, or generate them with AI from the Secret's detail page.
From the header's quick-create menu. Click the "+" icon in the top header to open the quick-create panel; "Secret" appears in the Campaign-scoped column. The same editor opens with the current Campaign locked in.
From a Clue's "leads to" field. When you're editing a Clue and you want it to point at a new Secret, the picker offers the Secrets in the Campaign. You'll need to create the Secret first (via either of the two paths above) before you can pick it from the Clue editor.
A Secret's description is the whole arc. Multiple facts, layered, with cause and consequence. If you write only the punchline, the arc has nothing to hang Clues on, and the canvas has nothing to draw lines toward.
Each of those is something the party will spend multiple Sessions on. Each one branches into Clues, Scenes, Threats, and NPCs. None of them is "the cannery is the cult's safehouse"; that's a single Clue inside the first arc, not the arc itself.
Name Secrets so you'll recognise them at a glance in the Canvas's Secret selector. "The Innsmouth Cannery" beats "Secret #3" every time.