How to take D&D session notes your players will actually read
A short, repeatable structure for session logs — what to record, what to leave out, and how to stop note-taking from competing with playing.
Notes on the unglamorous part of running a game: what to write down, who should see it, and how to keep a campaign record that is still useful in six months.
A short, repeatable structure for session logs — what to record, what to leave out, and how to stop note-taking from competing with playing.
Why the two-document approach always breaks, and what per-note visibility does instead — including what players should be able to write themselves.
Why most campaign wikis die at setup, and how to get one by linking notes as you write instead of building it as a separate project.
Session zero produces a lot of agreements and almost no records. Here is what is worth writing down, where it should live, and who should be able to change it later.
The practical mechanics of hiding information in a shared campaign — where secrets leak from, why server-side filtering matters, and how to plan a reveal.