Run a session with the Play view
Open the Play view, queue the Scene the night opens on, surface Clues as the party finds them, and pull the next Scene off the canvas when its Clue lands.
Open the Play view, queue the Scene the night opens on, surface Clues as the party finds them, and pull the next Scene off the canvas when its Clue lands.
It's twenty minutes before the players join voice. You've prepped two arcs, four Scenes, a dozen Clues, and three Threats you can drop in if the tempo flags. What you need now is one screen with all of that within one click, so you can run the night without flipping tabs.
That's the Play view. It's the GM's working surface during the game.
You're about to sit down to play, or you're already mid-Session and you want everything one click away.
Open the Campaign and click "Run" in the sidebar (the play icon next to the Campaign name). The Play view replaces the normal Campaign layout with a three-column performance surface.
In the header, click "Add scene" and pick the Scene the Session opens on. The Scene drops into the playing-Scenes pile at the top of the view, and the three columns populate around it.
If you queued more than one Scene, click the pill of the Scene you want active. Only one Scene is the centre of attention at a time, but the others sit ready in the pile.
Run the Scene. The centre column shows the description, the NPCs present and their Tension, the Clues the Scene activates, and the Threats you've pinned to it.
When the party finds a Clue, mark it found in the Clue tray. If that Clue activates another Scene, the Play view surfaces that Scene in the "available Scenes" list on the right so you can drop it into the pile.
Use the search box in the right column to look up anything mid-play: an NPC the players name unexpectedly, an Item they pull out of a coat pocket, a Location they suddenly want to visit.
When a Scene is done, close it from the playing-Scenes pile. It logs against the Session and drops out of the active set.
When the night ends, leave the Play view (the "Exit run" button in the header) and on Discord run /gm session end to close the Session and grant the advancement payout.
The Play view is the only "performance" surface in Wyrdli. Detail pages for individual Scenes and Clues still work during play if you prefer them, but the Play view is the one designed for the table.
You can run a Session without recording it. Recording is a separate flow (see Record a Session and get a transcript); the Play view doesn't depend on it.
You can jump straight to the active Scene's detail page from the Play view by clicking the Scene name in the centre column. Useful when you want to make a quick edit; the Play view re-syncs when you come back.
The Play view is three columns wide on purpose. Attention flows left to right as a Scene unfolds.
Left column. Tension NPCs, Threats pinned to the active Scene, and the Scene's setting block. This is the column you read aloud from, the source of "what's pushing on the party right now".
Centre column. The active Scene's narrative, your notes, and the AI GM prompter. The column you write into during play.
Right column. Search across the whole Campaign, the Clues the active Scene activates, and the list of available Scenes (Scenes that have become reachable now that one of their Clues has been found).
If the night is moving and you can't find something fast, the search box in the right column is the answer. It reaches every NPC, Location, Clue, Scene, Faction, Item, Event, and Secret in the Campaign.
Set up the Play view before the players arrive. Queue the opening Scene, mute Discord notifications, and have the search box pre-warmed by typing one character. When the players join voice, you're already running.