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How to Use the Boards - Plain Instructions

Campaign management uses two boards:

  1. Campaign Board - Tracks the big picture (whole campaign lifecycle)
  2. Module Board - Tracks adventure content (runnable modules)

Sessions are when you actually play—they’re not a planning layer. A module might take 1 session or 6 sessions to complete; that’s determined by your players, not your planning.


You start with the CAMPAIGN BOARD in Concept stage.

During Concept stage, you create:

  • Campaign spark ideas (on index cards)
  • Campaign Pitch (1 page)
  • Big Three Document (1 page)
  • First Module Outline (1-2 pages)

You’re ready to move to Session Zero stage when:

  • Players read Campaign Pitch and show interest

In CAMPAIGN BOARD Session Zero stage, you create:

  • Starting Scenario (1-2 pages)
  • World Primer (2-3 pages)
  • Character Guidelines (1 page)
  • Table Expectations (1 page)
  • Character Integration Forms
  • Session Zero Packet (compiled from above)

You’re ready to move to Integration stage when:

  • Session Zero is complete

In CAMPAIGN BOARD Integration stage, you create:

  • Campaign Bible (themes, world, rules)
  • Character Integration Notes (from Session Zero forms)
  • Major NPCs Document
  • World Events Timeline

NOW you start using the MODULE BOARD for the first time.

You’re ready to move Campaign Board to Active stage when:

  • First module launches (first session runs)

In MODULE BOARD Backlog stage (starts after Session Zero), you create:

  • Module concept cards (based on PC interests)

You’re ready to move a module to Planning stage when:

  • Current module is nearly complete (or immediately after Session Zero for first module)

In MODULE BOARD Planning stage, you create:

  • Module Overview with front matter (monsters, NPCs, items references)

You’re ready to move to Development stage when:

  • Module Overview is complete with all catalog references

In MODULE BOARD Development stage, you create:

  • Adventure Content (read-aloud text, encounter details)
  • Locations (maps, descriptions)
  • Clues & Information (what players can discover)
  • DM Notes (pacing, scaling, troubleshooting)

You’re ready to move to Ready stage when:

  • Module is complete and runnable

In MODULE BOARD Ready stage, you:

  • Final review of module content
  • Ensure all materials are ready (handouts, maps, stat blocks)
  • System syncs front matter to separate monsters.md, npcs.md, items.md files

You’re ready to move Module to Active stage when:

  • You begin running the module

In MODULE BOARD Active stage, you:

  • Run the module over however many sessions it takes
  • Capture Play Notes after each session
  • Track what happened for continuity

You’re ready to move Module to Complete stage when:

  • The module’s story is resolved (however that happens)

In MODULE BOARD Complete stage, you create:

  • Post-Module Notes (what happened, consequences, threads for next module)
  • Update Campaign Bible with new established facts
  • Archive the module

Sessions aren’t planned—they happen. Here’s the workflow:

  1. Review where you are in the active module
  2. Note which scenes/encounters are likely next
  3. Prep NPCs who might appear
  4. Gather materials (maps, handouts, stat blocks)

Run the module content, adapting to player choices.

Create Play Notes capturing:

  • What happened
  • Player reactions
  • Dangling threads
  • DM notes for next time

For detailed guidance on running sessions, see Running the Game.


  1. Campaign Binder - Created during Integration stage
  2. Module Binder - Created during Development stage

Each binder contains the documents created at that board level.

  • You don’t touch Module Board until after Session Zero
  • Campaign Board tracks big picture (whole campaign)
  • Module Board tracks adventure content (runnable modules)
  • Sessions are play time, not planning units
  • A module takes as many sessions as it takes