Character arc log

The Arc Log is a record of who your character is becoming through play. It's not a plan and not a script. It reflects what actually happened at the table.

Arc types

At the start of the campaign — typically during Session Zero — your GM assigns your character an arc type. The arc type frames the shape of your character's journey. The six arc types are:

  • Redemption — your character is trying to make right something they did or failed to do
  • Chosen One — your character has a destiny they didn't ask for and may not want
  • Found Family — your character is learning what it means to belong somewhere
  • Corruption / Descent — your character is being pulled toward something they swore they'd never become
  • Self-Discovery — your character doesn't know who they are yet
  • Revenge / Justice — your character is pursuing accountability for a specific wrong

Your arc type shapes which reflection prompts appear and which milestone markers your GM uses. It doesn't constrain how you play your character.

What you see in the Arc Log

Not everything is visible at once. The log reveals itself as your arc unfolds:

  • Foundational components set at Session Zero — the baseline of who your character is when the campaign begins
  • Milestones your GM unlocks as significant moments occur in the campaign
  • Your reflection answers from each session
  • GM-noted moments your GM has logged directly

Components that haven't been reached yet don't appear in your log. This is intentional.

Session reflection prompts

After each session you have 48 hours to answer one rotating reflection question. Examples of questions you'll see:

  • "What did your character lose or gain tonight?"
  • "What did your character believe that they now doubt?"
  • "What did your character do that they can't take back?"

One question per session. Answering is optional — if you skip it, the session is still logged, just without a reflection entry. Your answers go into your arc log and are visible to your GM.

💡Tip

Short answers are fine. A sentence or two is enough to capture the moment. You can always expand on it later.

Branch points

At some point in the campaign, your GM will unlock a branch point — a moment of divergence in your character's journey. After the session where that moment occurs, you select which branch your character took.

Important

You don't choose your branch in advance. You play your character at the table. The arc reflects what happened. Your branch selection after the session is a record of the choice that was made, not a decision you're making now.

GM-logged moments

Your GM can also log arc moments from their side — significant things they noticed about your character during play. These appear in your log labeled as GM noted entries and are visible to you. Your GM can't edit your reflection answers; you can't edit their noted moments.

See also