The Story as It Is Run · the Onda Campaign
Everything you need to run it — the read-aloud in hand, the clock on the screen, the stat blocks tuned to the party.
The modules, and each session in two layers — the prep read you take the night before and the one-sheet you run from. All 🌊 Fluid: it references the world but never rewrites it, and it is yours to bend. Sessions are written one at a time, after the last one has actually been run. The characters live in The Players.
Nothing Worth Staying For · one session
Session 4 · working title
Where the story is going — moments that could happen later, caught in a line or two before anyone knows which session they belong to. Nothing here is fleshed out and nothing here is promised, but it is what the plot gets built out of, and the first place to look when shaping the arc or writing a night.
How a session starts — a five-to-ten minute scene out of one character’s past, run before the party is back in the present. The form, the slots each one carries, and the rule that keeps a vignette from quietly rewriting a frozen dossier.
A Few Questions · the original run-sheet
The first shape of the arc: session 0 and an interview session as one unit, built around Inquisitor Nahu Serrin. Superseded as a run-sheet by A Good Day to Die. Still the home of the arc-level material — Serrin at the table, the Sai friction, Haxami’s thread, the campaign-level failure list — which other pages link into, so it is retired from the running order, not from the site.
New module: read Module Design first, then clone
the module template into pages/sessions/modules/
— each session gets a one-sheet and a prep read — with NPCs from the
NPC template. Then add an entry here.