Prep it. Run it. Remember it.
A campaign manager built for what happens at the table: the promises, the threads, and the calls you have to remember.
Plan around the threads still open, run game night from that same screen, and log every decision as it lands.
Log your first thread in under a minute. No setup, no template wizard.
Goblin Ambush
The trail narrows. Two horses lie dead in the road ahead — and the brush on either side is far too still.
Confront the Black Spider directly, or sneak into Wave Echo Cave?
CriticalWas the goblin ambush random, or a targeted attack?
MinorSound familiar?
I promised the players the duke would owe them a favour. That was four sessions ago. I have no idea where I wrote it down.
Log the promise the second you make it. It stays open on your Threads board until you pay it off.
Two sessions ago I let that NPC live, on purpose. Last night I killed him off. A player reminded the whole table I had spared him.
Every call you make sits in one place, so next session builds on what you decided instead of contradicting it.
My campaign lives in a Google Doc, a spreadsheet, and three Notion pages I built and then stopped trusting.
One structured home for scenes, NPCs, and the threads that tie them together. Not a folder of documents you re-read every Sunday.
Prep takes the whole evening because step one is always 'remind myself what already happened.'
Open the campaign, see what's still open, prep the payoff. Get your Sunday back.
Plan it, run it, and never lose the thread between.
Product tour
Prep a session in one evening
Plan however you actually work: a tight sequence of scenes, or a couple of loose hooks you will riff on at the table. Link a scene to the thread it pays off or the NPC it brings on stage, and those connections are waiting for you at the table instead of in your memory.
The Tavern Meeting
Opening · Hooks the party
Ambush on the Road
Branch · Combat
Audience with the Duke
Branch · Intrigue
Confront the Duke
Climax · Pays off the seal thread
Both paths lead hereRun game night from one screen
The session clock starts the moment you sit down, your read-aloud boxes are right there to deliver, and every decision your players make gets logged as it happens. Dark by default and built to sit on a second screen, it stays out of the way while you run the table.
Scene 3 — The Duke's Chambers
Duke Aldric denied the theft. Players pressed.
Thread: The stolen seal — unresolved.
Every loose end, paid off in time
Everything you logged last night lands here: open promises, brewing consequences, debts your players are owed. Nothing falls between sessions. Every night gets a dated recap and a timestamped event log, so you can see what happened and when. Walk into next session knowing exactly what the world owes your players.
Will Grulk’s clan honour the debt for sparing their chief?
Why does the crystal resonance change pitch near Lyra?
Grulk’s clan offered the party a safe camp — accepted.
Drop an NPC into a note. It just links.
Type @ to pull any NPC, location, or item straight into your prep. No copy-pasting, no hunting through tabs. Mention the duke once and you can jump to everything he's tangled up in.
Last seen: The Duke's Chambers — "I know nothing."
Built by a GM who got tired of losing the thread
Narrative Craft is built by a game master, for game masters, and it's actively shaped by the people running campaigns with it. It's free to use while we build. You're early: that means your campaigns help decide what gets built next.
Stop running your campaign from memory.
Plan the payoff, run the night, capture what they decide. Never walk into a session blind again.
Start with one thread, freeFree to use. No credit card required.
A free tier is here to stay. When paid plans arrive, you'll hear it from us first, with time to decide. Your campaigns stay yours.