Character arcs
Character arcs are records of who a character is becoming through play. They are not a plan for where the story goes. The arc log captures what has happened and what is true right now. The future belongs entirely to the table.
The arc log shows past and present only. There are no suggested next beats, no scripted outcomes, and no predetermined ending. Every branch is observed, not written in advance.
Arc types
| Arc type | Core tension |
|---|---|
| Redemption | A character trying to make right what they broke |
| Chosen One | The weight of a destiny, chosen or imposed |
| Found Family | Building belonging from scratch |
| Corruption / Descent | Becoming something darker under pressure |
| Self-Discovery | Learning who they actually are |
| Revenge / Justice | The difference between those two things |
One character can have one active arc at a time. Arcs can be completed and new ones started as the campaign progresses.
Arc structure
Each arc follows a structure with components that unlock progressively through play:
- Foundational components — established during Session Zero or at campaign start; the starting conditions of the arc
- Universal milestones — early developments that all arcs of this type move through
- Branch point — a moment observed by the GM at the table where the character's choices define which direction the arc goes
- Branch A or Branch B components — the arc continues from the chosen branch
- Resolution — the arc reaches a conclusion
Players do not see the full arc structure at the start. Components unlock as the arc unfolds. Branch point details are hidden until you mark the branch point as reached.
Progressive revelation
The player sees only what has already happened and what is currently unlocked. This is intentional — it keeps the arc feeling discovered rather than executed.
When you unlock a component, it appears in the player's arc log immediately. They see it as part of their character's story, not as a game mechanic being tracked.
Setting up an arc
- Open the world's Players view or the campaign dashboard.
- Select the character and open their Arc panel.
- Click New Arc.
- Select the arc type.
- Fill in the foundational components — these are specific to the character, not generic. Name the actual people, places, and events from their backstory.
Branch points
A branch point occurs at the table. You observe it — a decision the character made, a relationship that shifted, a moment that could go one of two ways. You do not set this up in advance. You recognize it after it happens.
- After observing a branch point at the table, open the character's arc panel.
- Mark the branch point as reached.
- During the next post-session debrief, the player selects which branch they took.
The player's selection is not locked until they confirm it. If they are unsure, they can wait until after the next session.
Logging arc moments
You can log an arc moment at any time from the debrief or the character arc panel. No player input is needed. If you saw something worth recording — a meaningful choice, a shift in how the character is playing — log it.
Players receive a rotating reflection question after each session. Their answers are appended to the arc log automatically and are visible to you.
GM role
Observe what is happening at the table. Recognize moments that matter. Unlock components when they occur. Do not steer the arc toward a predetermined outcome. The arc log is a record, not a script.