Gamemasters · Campaigns

Create a Campaign → Path → Node

Build the content tree — a campaign holds paths, paths hold nodes, and every node has three content sections — Investigations, Questions, and Reports.

Role: Campaign admin (to edit an existing campaign)Demo: partial

Verified against app build 2f427ecbd · 2026-07-29

RPGLMS content is a tree: a Campaign holds Paths, each path holds Nodes, and each node carries three content sections. Any authenticated user — including Free — can create campaigns and author this tree by hand; only AI generation requires an upgrade.

There is no “node type”

Every node is the same kind of thing. The difference is its three content sections. In the builder they’re labeled Investigations, Reports, and Questions. In the student’s node view the tabs read Investigations, Reports, and Engagement — where Engagement is the Questions phase. “Questions” (authoring) and “Engagement” (play) are the same content.

See a finished campaign

Authoring happens in the builder (no public demo), but you can explore a finished, read-only campaign map at app.rpglms.com/demo/campaign.

Create the campaign

  1. Open My Campaigns and start a new one

    Go to My Campaigns and tap New (top header) — or Create Campaign from the empty state (“No Campaigns Yet”).

    My Campaigns — the New button opens the create sheet.verified @ 2f427ecbd
  2. Choose how to build it

    New does not open the form directly — it offers a choice first:

    • Build it myself — set up the campaign and add paths and lessons yourself. The wizard is still there whenever you want it.
    • Build it with the wizard — answer a few questions about what you are teaching, and the wizard proposes a curriculum sized to the concept for you to review before anything is written.

    Everything below follows Build it myself. For the other route, see Build a whole campaign with AI.

    The Create Campaign dialog offering Build it myself or Build it with the wizard
    New opens this fork before the form.verified @ 2f427ecbd
  3. Fill the campaign form

    The required field is the Framing Concept (the campaign’s core idea; it stands in as the title if you leave Title blank). Add a Title, Description, Subject, Audience, the Ready to Play toggle (whether students can see it), Vocabulary, House linking, and management settings. Further down, the sheet also has larger Lore (see Setup & Use Lore) and Quest sections. You can also add a first party here.

    Expand the quest-type row to reach the Quest — the campaign narrative itself, separate from the reusable Lore: pick a quest type from four cards — Cursed Realm, Forbidden Secrets, Treasure Islands, or Perilous Expedition — then set the emotional tone and build the campaign Boss as a character mad-lib. The quest type quietly determines the campaign’s story structure, so two campaigns sharing one Lore can still play very differently.

    The filled campaign form showing Framing Concept, Subject, Audience, and the House dropdown
    Framing Concept is the only required field.verified @ 2f427ecbd
  4. Set the story

    Scroll on and the sheet reaches The story — “The Lore it is set in, the Quest it tells, and the opening your students read.” Lore, quest type, Boss, Vocabulary and the Ready to Play toggle all live here as expandable rows, so tap a row to open it rather than looking for them as separate sections.

    A new campaign starts on the built-in Lore (badged RPGLMS Default) — you can link or create your own instead, which is what Setup & Use Lore covers.

    The story section of the campaign form showing Lore, quest type, Boss, Quest text, Vocabulary and Ready to Play
    The story groups Lore, Quest and Boss into one set of expandable rows.verified @ 2f427ecbd
  5. Save

    Save the campaign and you go straight into the Builder (app-bar title “Builder”). No House is created for you. A campaign does not need one — you own it outright. A House is governance: it decides who ELSE may edit your campaign, so you only get one by creating it deliberately or accepting an invite. See Create a House.

The builder

Saving drops you on the Builder — the campaign’s whole structure on one canvas. Above the divider are the resources the whole campaign shares: Parties, Vocabulary, Sources, and the Lore row, whose Realm, Force and Cast are the story tokens you can bind into any passage. Below the divider, Paths lists the chapters, each with its mob and node count.

Every row expands in place, so you can work down from the campaign to a single node without leaving the page — that is the order the rest of this guide follows.

The campaign builder showing Parties, Vocabulary, Sources, the Lore row, and the Paths list
The builder — shared resources above the divider, paths below.verified @ 2f427ecbd

Add a path

  1. Add a Path from the builder canvas

    On the Paths divider row, tap the + Add control. The Create Path sheet opens.

  2. Fill the path form

    The required field is the Guiding Question — it’s the path’s headline in both the builder and the student view. Below it, a single section headed This Path’s Story composes the path’s region, boss/mob, and story together as one three-paragraph, fill-in-the-blank passage. Its subtitle spells out the contract: one word per blank, tap a highlighted word to change it, and the passage becomes the description your students read. There’s no separate Description field or two-stage boss/mob picker anymore — this passage text is the path’s Description. You can still set an optional Prerequisite path.

    Under the Guiding Question sit four story token pickers — character, place, force, and vocabulary. Connecting a token binds a name rather than typing one: it resolves into the prose wherever it appears and renders highlighted, so renaming a character once updates every passage that references it.

    The Create Path form showing the Guiding Question and the This Path's Story mad-lib section
    One merged passage sets the region, boss/mob, and story together — it becomes the path's Description.verified @ 2f427ecbd

Quiz settings come later

A path’s Trial difficulty settings (hearts, timer, passing %) are editable only when you edit an existing path, not at create time. See Authoring quizzes.

Add a node and its content

  1. Open the path to see its nodes

    Expanding a path swaps its summary for a Nodes list. Each node carries its Published state and three count chips — Investigations, Reports and Questions, in that order — so you can see which nodes still need work.

    A path expanded in the builder showing its node list with published state and content counts
    A path opened — its nodes, each with status and content counts.verified @ 2f427ecbd
  2. Add a Node to the path

    Expand the path and tap Add Node in the Nodes section header (or use the path’s ⋮ menu). The Create Node sheet opens.

  3. Fill the node form

    The required field is the Learning Objective — it becomes the node’s title. Optionally set a Prerequisite, a Due Date (Optional), and a published toggle (drip-feed nodes by publishing them when you’re ready).

  4. Author the three content sections

    Open the node to reveal its three inline sections: Investigations, Reports, and Questions, each with its own + Add control and empty state. Tapping a section’s add opens the matching editor.

    An expanded node showing the Investigations, Reports, and Questions section headers with counts
    Every node has these three sections.verified @ 2f427ecbd

Editing an existing campaign needs admin rights

Creating a campaign is open to everyone, but editing an existing campaign’s builder requires campaign-admin rights (the creator, a system admin, or a House sage/master). Without them the builder silently redirects you home. Note that a party-mode Gamemaster is a viewer, not an author. Empty states you’ll see: “No paths yet” and “No nodes yet — use AI Generate or add manually.”