Field guide

How to keep a campaign journal as a player

Not a transcript. A record of what your character noticed, believed, and got wrong — which is the part that makes a campaign feel like it happened to you.

The short answer

Write five minutes after the game, in character, about what your character thought — not what occurred. The GM already records what occurred. Your job is the only record nobody else can produce: what your character believed at the time, what they wanted, and what they were wrong about. That is what makes a reread worth having.

Why player journals die

Almost always the same way: someone starts writing minutes. A full account of a four-hour session takes an hour, duplicates the GM's recap, and is unreadable a month later. Three sessions in, it stops. The fix is not discipline — it is writing something different from what the GM is writing.

The five-minute entry

  1. One thing that happened. A single sentence, from your character's vantage. Not the session summary — the moment your character will remember.
  2. What you thought it meant. The heart of the entry, and the part that ages best. Being wrong here is a feature: a journal that recorded your suspicions about the wrong person is worth ten that recorded the correct facts.
  3. What you want next. One line. It tells you where to push next session, and it tells your GM what you find interesting — which is the single most useful thing a GM can know about you.
  4. A question you are carrying. Something unresolved. Questions are how a journal stays a live document instead of an archive, and they are what you scan before the next game.

Write in voice, badly

First person, in character, unpolished. Voice does more work than accuracy: three scratchy sentences in your character's idiom will bring the evening back a year later, where a tidy third-person summary will not. Nobody is grading it — and if you spend more than five minutes, the entry will not survive contact with a busy week.

A worked example

"We found the fence dead before we could squeeze him. Warm, still. Whoever did it walked past us on the stairs and I did not look up. I think the harbormaster is in this — he was too calm about the ship and he would not meet my eye about the dawn tide. Kell thinks I am reaching. I want to get into the buyer's townhouse before the ship makes open water. What I keep coming back to: who else knew we were coming?" Four sentences. Two of the three claims in it turn out to be wrong, which is exactly why it is worth reading again after the reveal.

Read your last entry on the way to the game, not the whole journal. One entry is enough to put you back in your character's head, and it is the difference between arriving ready and spending twenty minutes catching up.

Questions GMs actually ask

What should a player write in a campaign journal?

What your character thought, wanted, and got wrong — not a record of events. The GM already writes what happened. The entries worth rereading are the ones that captured a belief you held at the time, especially a mistaken one, because those are the only part of the campaign nobody else is recording.

How long should a player journal entry be?

Five minutes and four sentences: one thing that happened, what you thought it meant, what you want next, and a question you are carrying. Longer entries are why most player journals stop after three sessions — they turn into minutes, duplicate the GM's recap, and become a chore.

Should my GM be able to read my journal?

Only if you want them to. A journal you know is being read becomes a performance, and the honest wrong guesses — the most valuable part — are the first thing to go. Keep it private by default and share individual entries deliberately; many GMs love getting one, because it tells them what you actually find interesting.

Where Storywright fits

Every player at a Storywright table gets their own journal, private by default — your GM does not read it unless you decide to share an entry. It sits next to the recap and the briefing for the session it belongs to, so writing an entry is a step in an evening you were already finishing rather than a separate app you have to remember. Players are free, forever.