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What is Scabard?
Scabard is an online campaign manager for tabletop role-playing games, aimed at Game Masters who want their world to behave like a connected setting rather than a folder of loose notes. Its central idea, stated on its own pages, is that "your campaign is not a pile of pages": characters, places, factions, events, maps, and history are linked to each other, so a faction page can list its members and a location can sit inside a larger region. It also supports campaign history through timelines, arcs, and session notes, plus hidden pages and secret notes so GM-only material stays out of players' view until you reveal it.
Who it suits
- GMs running long campaigns where remembering who met whom six sessions ago has become a chore.
- World-builders who enjoy developing NPCs, factions, and lore between sessions and want prompts that push them to flesh out details.
- Groups with co-GMs or trusted collaborators, since material can be shared selectively rather than handed over wholesale.
- GMs with curious players, who can publish a spoiler-free view of the setting while keeping twists hidden.
Where it fits less well
If you run short, self-contained adventures, or you already work happily in a plain document or wiki you control, the structure may feel like overhead. A connected database rewards campaigns that accumulate material; it offers less for a one-shot.
A practical test
Take your current campaign's five most important NPCs and ask whether you can see, at a glance, which faction each belongs to and which events they were involved in. If that takes more than a minute of digging, a linked campaign tool is worth trialling. Scabard offers a free sign-up, with paid tiers listed on its Pricing page, so you can build a small test world before committing. For comparison, Obsidian is a general note tool many GMs adapt for this purpose, and World Anvil is a dedicated world-building platform; both are reasonable alternatives if you want a different balance of flexibility and structure.
How does Scabard help Game Masters organize NPCs and campaign notes?
Scabard is built around the idea that a campaign is a web of connected people, places, factions, and events rather than a folder of separate documents. For Game Masters, that means NPCs and notes are stored as linked entries: a character can belong to a faction, live in a place, and be tied to events on a timeline, so the relationships stay visible instead of being buried in prose.
NPC organization
- Characters, places, factions, and events live in one connected world, so an NPC page can reference the faction they serve and the location they operate in.
- The page evidence notes that the structure "forces you to ask questions of your NPCs that bring your world to life" — a reviewer observation quoted on the site, not a neutral test. In practice, that kind of prompting helps if you tend to create names without motives, but it can feel like extra homework if you prefer improvising NPCs at the table.
- Hidden pages and secret notes let you keep villain motives or plot twists visible to you while players see a spoiler-free version.
Campaign notes and continuity
- Timelines, arcs, and session notes address the "what happened six sessions ago" problem by keeping events in chronological context.
- Because events link to the characters and places involved, you can trace who was present and where, rather than searching several documents.
- Maps, notes, characters, and AI-assisted ideas are gathered in one place, according to the site, which reduces tool-switching.
Sharing and secrecy
- You can share your world with trusted collaborators without exposing player-facing secrets.
- Players can be given a view of what they should know, while GM-only material stays hidden.
Trade-offs
| Approach | Strength | Weakness |
|---|---|---|
| Scabard's connected entries | Relationships and continuity stay visible; secrets are manageable | Requires upfront linking and maintenance |
| Plain notes or documents | Fast, familiar, no setup | Connections get lost as the campaign grows; spoiler control is manual |
A practical next step: pick one faction and three NPCs from your current campaign, create their entries, and link each NPC to the faction and a location. If the links reveal a relationship or motive you had forgotten, the connected approach is earning its keep; if you find yourself fighting the structure, a lighter note system may suit your table better. See Scabard for the feature details.
Can I keep parts of my campaign world hidden from my players in Scabard?
Yes. Scabard is built around the idea that a Game Master can expose some parts of a campaign world while keeping others private. Its page evidence describes hidden pages, secret notes, and spoiler-free connections that only you can see until you decide the time is right, plus sharing with trusted collaborators without spoiling players. So the practical model is selective visibility rather than one all-or-nothing public wiki.
H3 What that looks like in practice
- Player-facing content: the places, factions and history you want players to read and ask about.
- GM-only content: NPC motives, hidden identities, future plot turns and notes you don't want revealed.
- Connections that don't leak: a public page can link to a secret one in a way that stays invisible to players.
- Trusted collaborators: co-GMs or a worldbuilding helper can see more than the player group.
H3 A concrete scenario You publish a capital city page for your players, listing districts and notable taverns. Behind it, you keep a hidden page for the thieves' guild that actually runs the docks, with secret notes on which NPCs are members. When a player asks about the harbormaster, you have the answer ready without exposing the guild. Later, when the reveal happens, you make that page visible.
H3 Decision criteria Choose Scabard if your main problem is continuity and secrets across a long campaign, and you want your world stored as connected people, places and events rather than loose documents. Look elsewhere if you mainly need a battle map with tokens and rules automation; Scabard's emphasis here is world organization and controlled reveal, not running tactical combat.
Next step: before importing everything, sketch your visibility plan. List the handful of secrets that must stay hidden and decide which pages are player-visible, GM-only, or collaborator-only. That mapping is what makes the hidden-page feature useful instead of just another pile of notes. If you also want to see how other campaign managers handle player-facing wikis, compare with Obsidian and World Anvil, keeping in mind that each tool draws the public/private line differently.
How do I share my Scabard campaign with co-GMs or players without spoiling secrets?
Scabard is built around exactly this problem: you can share parts of a campaign world while keeping hidden pages and secret notes invisible to the people you share with. The GM controls what each viewer can see, so co-GMs and players can get different views of the same world.
Sharing with players
- Share only the pages players should know: public places, known NPCs, factions they've met, and lore their characters would reasonably have learned.
- Keep spoiler material on hidden pages or in secret notes. Those stay GM-only until you choose to reveal them.
- Use spoiler-free connections so a public page can link to something relevant without exposing the secret behind it.
- Expect players to ask about your world; a curated player-facing view gives them something to read without you answering the same questions every week.
Sharing with co-GMs
- Co-GMs typically need the fuller picture: hidden pages, timelines, arcs, and notes. Share that layer with trusted collaborators rather than with the whole table.
- The risk here is accidental exposure, not malice. Decide in advance which pages are player-safe and which are GM-only, and keep that boundary consistent as the campaign grows.
- If you run multiple campaigns or arcs, keep secrets scoped per campaign so a co-GM in one doesn't see spoilers for another.
A practical setup
- Build the world with everything visible to you, including secrets.
- Mark each page as player-facing or GM-only as you create it, not later.
- Share the player view with your table and the GM view with co-GMs.
- When a secret is revealed in play, flip that page to player-visible instead of rewriting it.
Next step
Before your next session, pick the five pages your players are most likely to ask about and confirm each one is either safely public or properly hidden. That small audit catches most accidental spoilers.
For a broader look at how Scabard handles world-building and campaign organization, see Scabard. If you also want a general reference for running shared campaign wikis, Obsidian and Notion are common alternatives, though neither is purpose-built for GM-versus-player visibility the way Scabard describes itself.
Does Scabard offer a free plan, and what do the paid upgrades cost?
Scabard does not publicly present a free plan with a fixed feature set; instead, its homepage invites you to "Sign-Up for Free" and "Start Building Your World," which suggests you can begin using it at no cost. The site also has a separate Pricing page, which is where any paid tiers and upgrade costs would be listed. Because the specific prices and what each tier includes are not shown here, treat the free sign-up as an entry point and check the pricing page directly for current numbers.
Practical next step: Create a free account, build one small test campaign (a handful of NPCs, one location, one faction), and see whether the free level covers your needs. If you hit limits on campaigns, storage, collaborators, or secret/hidden content, that is the signal to compare paid tiers. Upgrade costs and tier names change, so verify them on the official pricing page rather than relying on secondhand summaries.
Decision criteria for paying:
- Number of active campaigns — if you run several games at once, free limits may bind quickly.
- Collaborators and player sharing — if you need trusted co-GMs or player-facing pages without spoilers, check which tier unlocks sharing controls.
- Secrecy features — hidden pages and secret notes matter most for mystery-heavy games.
- Long-term continuity — if you expect a multi-year campaign, paying for organization and history tools is easier to justify than for a one-shot.
How do timelines and relationship links in Scabard help track campaign history across sessions?
Scabard treats campaign history as a connected web rather than a folder of session notes. Timelines and relationship links are the two mechanisms that make that work: timelines give events a chronological spine, while links tie each event to the characters, places and factions involved.
Timelines: the chronological spine
A timeline entry records what happened and when, so a session six weeks ago is retrievable by position rather than by memory. Because entries sit alongside arcs and notes, you can see a run of sessions as one continuing storyline instead of isolated recaps. This matters most when players ask "wait, didn't we already deal with this?" — you can check the sequence rather than reconstruct it from chat logs.
Relationship links: the who and where
Links connect entities to each other: characters belong to factions, places contain other places, and events shape history. When you open an NPC, you see the factions, locations and events they touch, which surfaces connections you may have forgotten you created. Scabard's own framing is that continuity becomes easier because relationships stay visible instead of getting buried in notes.
Why the combination helps across sessions
| Need | What carries the weight |
|---|---|
| What happened, and in what order | Timeline entries and arcs |
| Who was involved, and where | Relationship links between characters, places, factions and events |
| Keeping reveals hidden | Hidden pages, secret notes and spoiler-free connections |
| Sharing without spoiling | Selective sharing with trusted collaborators |
The practical effect: prep for the next session starts from the existing web rather than a blank page, and new material attaches to what is already there.
A concrete scenario
Suppose a player asks why a merchant won't deal with them. You open the merchant, follow links to the faction they belong to, then to the event where that faction was wronged — and you have an answer consistent with what actually happened at the table, without rereading three sessions of notes.
How to decide if it fits
Timelines and links pay off when your campaign has enough recurring NPCs, factions and long-running threads that memory alone fails. For a short arc with a handful of characters, a simple document may be less overhead. One reviewer noted that Scabard "forces you to ask questions of your NPCs that bring your world to life," which points to its real strength: prompting connective detail rather than just storing it.
Next step: pick one faction from your current campaign and add its members, home base and one defining event, then link that event to the session where it occurred. If the resulting page tells you something you'd forgotten, the approach is earning its keep.
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