Secret
A Secret is one arc of your campaign. The whole hidden truth the party is gradually uncovering through clues.
A Secret is one arc of your campaign. The whole hidden truth the party is gradually uncovering through clues.
A Secret is an arc inside your campaign, the way an Adventure is an arc inside a TTRPG campaign. It's a multi-session story with a hidden truth at its core, and the party plays through it to uncover what's really going on. When you start a new arc, you create a new Secret.
The Secret is the story itself, not a single fact. The Clues you'll place are pieces of the story the party finds along the way.
Open the campaign's Secrets tab and click + Add Secret. The editor opens. Fill in:
A title that names the arc. Keep it punchy and recognisable in a list, because you'll see this name in the canvas's secret selector and in the campaign's Secrets list. The Innsmouth Cannery, The Harbour Master's Ledger, What the Lighthouse Saw.
A description that lays out the whole story, in your own words, for your own use. The players never read this. You read it when you're prepping, when you need to remember what the arc is really about, or when you're writing a new clue and want to ground it. As long or as short as you want.
Optional stakes: what it costs if the arc plays out without intervention, what it changes if the party stops it.
Save, and the Secret joins the campaign.
Once a Secret exists, the Canvas is where you actually work with it. The canvas has a secret selector at the top of the screen; pick a Secret from it and the canvas focuses on that arc. You see the locations the arc touches, the clues that point at it, and the scenes that activate those clues. This is where you check whether the arc has enough paths into it, or whether the whole thing is hanging by one thread.
Most campaigns have several Secrets running at once. New ones get created as the party closes in on an old one, so the campaign's Secrets list also reads as the arc-by-arc history of what's been on the table.