A guide to every feature in The GM Deck — what each one is, when a DM would reach for it, and how to use it. Sections follow the order you will meet them in the app.
Looking for what is shipping next? See the roadmap. Looking for what just shipped? See the patch notes.
The GM Deck organises everything you build for your tabletop game into three nesting layers. A worldis the setting itself — its NPCs, locations, items, lore, and house rules. A campaign is one specific group of players adventuring through one or more of your worlds. A session is a single sit-down at the table inside that campaign.
Start here on your first visit. The fastest way to understand The GM Deck is to walk the path most DMs take on their first session — build a world, point a campaign at it, plan a session, and run it.
→ See also: Worlds & Entities, Campaigns, Sessions: Plan.
Worlds are containers for everything in a setting. Inside a world, every fictional thing — a person, a place, a weapon, a faction, a roll table, a snippet of lore — lives on its own page. Pages are typed: each one is an NPC, Location, Item, Encounter, Mob, Roll Table, Shop Table, Notes page, Vehicle, Faction, or one of your own custom templates. Plotlines are a special kind of page covered separately below.
Use entity pages whenever you would otherwise reach for a notebook page or a wiki entry — anytime you want a piece of your setting to be searchable, linkable, and reusable across sessions.
→ See also: All Entities & Folders, Maps, Tags & Search, Roll Tables & Dice.
Every world has a dedicated All Entitiespage that lists every entity, timeline, and plotline alongside the folders you build to organise them. The page is a split view — a file tree on the left, an inline editor on the right — so you can browse, search, and edit without bouncing between detail pages. Folders are containers; each one carries a name, a rich- text description, and the entities you file into it.
Reach for it whenever your world has grown past the dozen-entity mark and the recent-activity tiles on the world page no longer cut it. The file-tree shape lets you sweep through everything at once, and the inline editor turns small edits into a single click rather than a navigation round-trip.
→ See also: Worlds & Entities, Tags & Search.
Any Location entity can carry a map image with interactive pins on top. Pins are tip-anchored teardrops that take their colour and inner glyph from whatever entity each pin links to — an NPC pin shows a person, a Mob pin shows a skull, a Shop pin shows a storefront.
Drop a map onto a city and pin every shop, NPC home, and adventure hook to its physical position. At the table, you click a pin to jump straight to that entity’s page.
→ See also: Worlds & Entities, Handouts.
A campaign is the bridge between your world and the people you are playing with. It carries the player roster, the schedule, the master plan, the list of sessions you have run (and the recaps you have written), and per-campaign reputation notes for the NPCs, Locations, and Factions the party encounters.
Create one campaign per playthrough. Two groups exploring the same world are two campaigns linked to one world — the world stays consistent while each campaign carries its own story.
→ See also: Sessions: Plan, Plotlines, Reputations.
Plotlines are world-level narrative arcs broken into ordered stages. Where a session captures one night at the table, a plotline captures a thread that runs across many — an ongoing war, a missing heir, a slow-burn mystery. Each stage can link to the entities involved and carries its own progress flag per campaign.
Reach for a plotline whenever you have a story that is not a single encounter — anything you want to track across multiple sessions, with discrete beats between start and resolution.
→ See also: Campaigns, Sessions: Plan.
Timelines chronicle the history of a setting independently of any single campaign. Events are partitioned into named eras and flow left to right inside each era as a horizontal ribbon, with stacked cards for events that share a date. The same ribbon turns vertical when the search pane or an entity drawer surfaces it inside a session.
Build a timeline when you want a visual record of the past your players keep tripping over — the founding of an empire, a forgotten war, a string of disasters that explain why the ruins are where they are.
→ See also: Worlds & Entities.
Every session has a dedicated planning page where you assemble what you will need at the table — the locations the party will probably visit, the NPCs they will meet, the encounters you have prepared, the plotline beats you want to advance, the timeline events that might come into play. The plan is for you, not the players; live notes you take during the game are kept on a separate panel.
Use the planning page in the days before a session. Treat it as the prep doc you will glance at while running the night.
→ See also: Sessions: Run, Campaigns, Plotlines.
The session runner is the live workspace you sit inside while you are at the table. On desktop it is a three-column layout — pinned content on the left, your live notes in the middle, and a search pane on the right that finds anything in the world without leaving the page. On phones, the same three columns become a tab strip you can swipe between. The whole layout is locked to the viewport so nothing scrolls off the bottom while you are typing.
Open the runner the moment your session starts. Everything else — search, drawers, the combat tracker, your prep notes — lives inside it.
→ See also: Sessions: Plan, Combat Tracker, Recaps.
The combat tracker is a live initiative, HP, and condition surface that takes over the runner’s middle column the moment combat begins. It manages NPC and Mob HP, condition chips on every combatant, the current turn marker, the round counter, and dropped or skipped state. Players still track their own HP at the table.
Use the tracker any time you would otherwise be juggling initiative on a notepad. It launches from any Encounter page that has Non-Player Combatants linked.
→ See also: Sessions: Run, Worlds & Entities.
A recap is a short summary of what happened in a session, attached to the session record. The combat tracker writes its own one-line recap entry on End Combat; the rest you compose from your live notes.
Write a recap right after the session ends, while the night is fresh. Recaps are what you will skim before next week’s game to remind yourself where the party left off.
→ See also: Sessions: Run, Campaigns.
A Roll Table is an entity page whose contents are a numbered list of outcomes — random encounters, loot drops, weather, names, anything you would resolve with a die. The rich-text editor anywhere in the app also accepts inline dice expressions, so you can drop a roll into any prose field and click it later to resolve.
Use a Roll Table for anything you want to randomise more than once. Use inline dice for one-off rolls inside a description or a session note.
→ See also: Worlds & Entities, Combat Tracker.
A handout is a public, share-link view of a single entity page that you can hand to your players without giving them an account. You pick which surfaces of the page to expose — Image, Map, Details, Notes — and copy a URL.
Use a handout when you want players to see the picture of the patron, the layout of the dungeon, or the cryptic note pinned to the door — and nothing else. You stay in control of what is visible and can revoke the link instantly.
→ See also: Maps, Worlds & Entities.
The Web is a force-directed graph view of every world, campaign, plotline, timeline, page, session, and handout you own — drawn as nodes and connected by every reference your data already contains.
Open The Web when you want to see the shape of a setting at a glance — which NPCs are tangled in which factions, which locations sit inside which regions, which plotlines touch which campaigns.
→ See also: Worlds & Entities, Tags & Search.
Every entity page can carry one or more tags — coloured labels you define once and reuse anywhere. The search pane (the same component used in the session runner and The Web) finds pages, plotlines, timelines, campaigns, and sessions across every world you own.
Tag entities by anything you would want to slice on later — tavern, rival, act-one, haunted. Search anytime you cannot remember which world you put something in.
→ See also: Worlds & Entities, The Web.
The To-Do Queue is a personal bookmark list. Anything you want to come back to later — a half-written NPC, a campaign mid-prep, a session whose recap is not done — gets added with one click and surfaces on the queue page until you remove it.
Use it whenever you notice work-in-progress — that NPC sketch you started during a session and want to flesh out tomorrow, that plotline whose stage list is still skeletal.
→ See also: Worlds & Entities, Sessions: Plan.
Reputations are short, free-text notes on how the party stands with a specific NPC, Location, or Faction — scoped to a single campaign, so the same entity can be friendly in one playthrough and hostile in another.
Use reputation notes whenever the social standing matters. The note is plain prose rather than a numerical score, so it tells you exactly what you need at a glance — for example, suspicious of the party after the warehouse incident; will not trade openly but has not drawn weapons.
→ See also: Campaigns, Worlds & Entities.
The GM Deck runs on a 14-day free trial — full access to every feature, no card required. After the trial, two paid tiers (Standard and Premium) keep your access live; payment runs through Polar, which acts as the merchant of record and handles VAT and currency conversion for you.
Open Settings whenever you want to see your trial countdown, switch tiers, change your payment details, or cancel.
→ See also: Pricing, Refund Policy.
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