All guides
Importing and exporting
Already have a world in PDFs, a module or pages of notes? Import reads them and suggests every NPC, place, faction and item, ready to review. Export saves your campaign as a web page, a PDF or an Obsidian vault, for you or as a handout for your players.
Import a document
Import reads PDF, text and Markdown files: campaign settings, adventure modules, world bibles, session notes. It needs an AI model.
- Click ImportAt the bottom of the entry list on the Campaign tab.
- Choose or drop a file, and pick the pagesFor a big book, import a chapter or two at a time.
- Wait while it readsIt works through the document in pieces and shows what it finds as it goes. You can stop partway and keep what's been found, and retry a piece that failed.
- ReviewEverything is grouped by kind. Untick what you don't want, fix names or kinds, and expand a row to see its details and connections. Something you already have is set to add the document's details to it: it fills gaps and adds nicknames, but never overwrites what you wrote.
- ImportEverything is added at once, and each entry notes which file and pages it came from.
Export your campaign
Choose Export… in the campaign menu at the top left, or type “export” in quick search.
Who it's for
- GM copy: everything, with secrets clearly marked. Good for backups, prep on the go, or reading on your phone.
- Player handout: only the entries you tick, with either what players would see or every detail except secrets. It never includes secrets, secret connections, your notes, encounters or roll tables. Maps leave out hidden pins.
Formats
- Web page: one file that opens in any browser, phones included, with a table of contents, search and links between entries. No internet needed.
- PDF: the same, ready to print, with a cover page.
- Markdown folder: one file per entry with links between them. Open the folder as a vault in Obsidian.
Exports include portraits, maps with numbered pins, the party's sheets and session recaps (never transcripts).