Set up your first campaign
From a blank Wyrdli to a live arc you can run on Friday: one Campaign, one Secret, one Location, one Clue, one Scene, opened in the Play view.
From a blank Wyrdli to a live arc you can run on Friday: one Campaign, one Secret, one Location, one Clue, one Scene, opened in the Play view.
You've got an idea for a campaign. A New England town in 1986. A string of disappearances near the cannery. A cult that's been quiet for too long. This tutorial gets that idea into Wyrdli in roughly twenty minutes, with enough scaffolding to run a first session and not a paragraph more. Discord setup lives in its own article; we'll point at it once and stay focused on Wyrdli.
A Wyrdli web account, signed in.
A campaign idea, even loosely.
A Discord server with the Wyrdli bot installed, if you want your players running slash commands tonight. If you haven't done that yet, follow Set up your Discord server and come back here. The bot isn't required for the prep work below; you can do everything in the web app first and connect Discord later.
Open the Wyrdli web app. The campaigns list is the first thing you see.
Click "+ New campaign" and give it a name you'll recognise in a list (The Cannery, Innsmouth 1986, Strangers in October).
Write one short paragraph in the description about what this game is. Mood, time, place. Two sentences is enough; you're not pitching it to anyone.
Save. The new Campaign opens.
The smallest playable arc has four pieces: one Secret (the hidden truth), one Location (where it starts), one Clue (the lead), and one Scene (the moment of play). That's what you're building now.
On the campaign's Secrets tab, click "+ Add secret". Write the hidden truth in your own words; the players never read this. Save.
On the Locations tab, create the place the party will start. Name it, describe it in two or three lines, save.
On the Clues tab, add one Clue, link it to the Location you just made, and link it to the Secret. The Clue is what the party finds; the link to the Secret is what it points at.
On the Scenes tab, create a Scene anchored at that Location. Mark the Clue as activated by this Scene, so playing the Scene puts the Clue in front of the party.
A single thread is fine for the first session. Once the arc has more than one way in, you'll want to read the discovery graph, but don't worry about that yet.
The Play view is the working surface for the table.
From the campaign page, click "Run session". The Play view opens with an empty playing-scenes pile.
Add the Scene you wrote to the pile. It becomes active. The investigators step into the Alderman's house.
Play the scene at the table. When the party finds the Clue (or you decide they have), mark the Clue as discovered in the Play view; the lead is now on the record.
When the table wraps for the night, end the session from the Play view (or with /gm session end on Discord). Each character earns one advancement point, and the play log captures the night.
That's the whole loop, end to end. From here you build outward: more Clues into the same Secret, more Scenes at more Locations, NPCs with Goals that produce Threats, a Faction or two when one NPC isn't enough.
The discovery graph is what to read once the first arc is on the page.
Add an NPC is usually the next thing the campaign asks for.
Set up your Discord server covers bot installation, channels, and slash commands.