Campaign HQ — the GM guide
Campaign HQ is the GM's command center, built on one philosophy: prep before the game, play on paper at the table, record after. The app never has to be open mid-scene — it produces the printouts you run from and keeps the campaign's memory between sessions.
The campaign lifecycle
Click each phase:
Finding your way — the dashboard
Opening a campaign lands on the Overview: the next session (confirmed date or how the vote stands), the party's total Obligation, an at-a-glance strip of every character's wounds and unspent XP (amber and red as they near their threshold), and one-tap shortcuts to the things you do most. Everything else lives in sections down the left side (a scrollable strip on phones): ▣ Party · ⬡ Hangar · 🗂 Prep kit · ✎ Sessions · ☺ NPCs · ⚙ Settings. Players see the same dashboard without the Prep kit — that section is yours alone.
Setting up (10 minutes, once)
Create the campaign at xirv.net/campaign (sign in first). You get a short join code — or better, hit ⧉ Copy invite link in ⚙ Settings and text that: players tap it, sign in, and join automatically.
Players join and link characters. Each player enters the code, then links a finalized character (drafts can't join — the tool tells them to finish in the Builder). The ▣ Party section now shows every sheet: wounds, strain, XP, credits, Morality for Force users.
Add the party's ship in ⬡ Hangar — pick a chassis, name it, and the whole party can mark hull trauma and system strain. Stowed player gear shows in the hold.
Before each session — the Prep Kit
Open the 🗂 Prep kit section (only you ever see it):
- Adversary library: build enemies once (minion / rival / nemesis stat blocks). Print them as index cards with blank wound boxes — minion cards automatically print group math (3 troopers = one wound-track of 15 with 2 skill ranks).
- Session prep: lay out your scenes — notes, which NPCs appear (with their unrevealed secrets), attached adversaries, planned loot. Pre-roll the Obligation d100 during prep; the result prints on the packet.
- 🖨 Print the packet — scene outline, NPC reminders, adversary cards inline, write-in lines. Add the party one-pager: every PC's thresholds and the pools you secretly roll against (Perception, Vigilance, Discipline, Cool). That's your GM screen, always current.
Session night
Open with the crawl. Write last week's recap as a session note, plug the laptop into the TV, hit ▶ Crawl in ✎ Sessions — fullscreen scroll with your own soundtrack (add it once via 🎵 in Session notes; the file stays on your device). Then put the devices away.
Run it on paper — the packet, the cards, the one-pager, real dice.
Reveal NPC secrets when the moment lands — each relationship ("creditor", "estranged brother") stays hidden until you click reveal for exactly the right player.
After the session
Award XP from ✎ Sessions — or the Overview's 🏅 shortcut — (everyone at once or per character, with a reason — it lands automatically when players next open their characters). Check the session log for the loot and credits players recorded. Write the recap note — it's next week's crawl. Schedule the next session: propose dates, players get emailed, votes show who can make it, lock the winner.
Housekeeping
- ⚙ Settings holds the join code, campaign rename, archiving, and the member list.
- Notes have real privacy: GM-private notes are yours alone; players' private journals are theirs alone — enforced server-side, not honor-system.
- Session scheduler emails come from the site — ask players to check spam once and mark it safe.