The Storywright manual

A guide to the chronicle.

What's in the Storywright tome — how a Game Master uses it to run a tabletop RPG world, what each chapter does, and how the whole thing fits together. Read it like a manual or skim the chapter that matters.

Written
by the developer
Read time
~8 minutes
Chapter 01

The World Builder

NPCs, places, factions, items, lore — one item type, two-click links between them.

The World Builder is the cabinet behind the screen. Every NPC the party has met, every tavern they've stayed in, every faction whispering in the corners — one item type, bent to the way you actually prep, linked the way the world actually connects. Type a name in any field and a name they've heard before pops up before you finish.

Each item carries a flag for who can see it. Mark a place public and your players see it on their side of the screen. Keep an NPC GM-only and the players never know they exist until you decide they do. The line between the screen sides is one switch on each item, and it is always visible.

Roadmap note
Bulk import from World Anvil / Kanka / Notion is on the roadmap, not in the build. For now it's manual entry — but with autocomplete on every link field, the second NPC takes a quarter the time of the first.
Chapter 02

The Session Tracker

The tool you open while the game is running, not the one you open on Sunday afternoon.

Most world tools are filing cabinets. Storywright has one too — but the Tracker is different. Load the session and the Tracker pulls up the objectives on the table tonight, the NPCs your players are likely to meet, and the locations in play. Search is one keystroke: type half a name, jump to the page. Mark an objective hit and it's logged with a timestamp for the recap.

GM-only notes drop into the same surface, side by side with the public scene. "Morren is lying about the coin." Players never see it. When the session ends, the notes you took are already linked to the entities and already on the session page; there is no cleanup.

Chapter 03

Story Arcs

Active, complete, or cold. Linked to the people, places, and sessions they touch.

A story arc is a thread between people, places, and time. Storywright treats it the same way your party does — as a knot of references that have to come due eventually. Mark it active, completed, or cold. Drop it into the Tracker when it's on the table tonight; pin it to a session when it advances; close it when the table is done with it.

Players only see the arcs and objectives you've shared. The rest stay in your pocket, ready for the night they finally matter.

Chapter 04

Player Journals

Their words, their voice. Pinned annotations on what they've met. They see only what you've shared.

Every player gets a journal. Rich text, their words, their voice. They can pin annotations to NPCs and places they've met, so next session they're not asking who the steward was. If they had a hunch about Lady Verrin in session 11, the hunch is right there, dated and theirs.

They see only what you've chosen to share — a faction here, a rumor there, the map when they find it. No accidental spoilers, no "wait, don't read that yet."

Chapter 05

Export

JSON of everything, every plan, including free. Your tome is yours.

Storywright is a place to keep the world, not a place to lock it up. JSON export of every item, every session, every journal, every link — on every plan, free included. If Storywright shuts down some Tuesday, you'll have a complete copy of your tome and as much notice as we can give.

Chapter 06

Keyboard at the table

The Tracker is being built as a keyboard surface — two hands, no mouse, no friction.

Mid-session you're not clicking. Storywright is being built around that idea: search, private notes, and objectives all reachable without leaving the keyboard. The full shortcut set is still landing — once it's in, the Tracker will tell you what each binding is at the bottom of the screen, and they'll stay out of the way until you reach for them.

The end of the manual

The book is open at the first blank page.

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