Between sessions and wrapping up
Scheduling
The lobby lets the lead schedule the next session. Members get a reminder through the bell an hour before and at the start, and a nudge arrives after four quiet days. Sessions made in someone else's campaign pass to its owner if the maker deletes their account.
Coming back
Continue on the title screen opens the last campaign straight into the table, with a recap card of what happened since. On a world hosted from an app, a campaign is playable only while the host's app is open; the home screen marks the host offline until then. The party's characters, notes and the chronicle are on the host's device and wait.
Ending a campaign
A campaign ends from its menu. Its room code stops admitting anyone, its chronicle and archive stay readable, and it moves out of the active list. An ended campaign can still be exported and cloned.
Exporting the story
The Story tab exports the chronicle to DOCX, ODT or HTML: chapters as headings, narration and dialogue as prose, the dice left out. It is a reading copy. Play state lives only in the server's database, so an export cannot be imported to continue elsewhere; for that, the server's backup is the tool.
Cloning for a new party
Clone the campaign from the home screen to run the same world again with different players. Everything but the chronicle and the seats travels. Cloning a workshop does the same for prep.
Deleting a campaign
Deleting removes the campaign, its chronicle, its prep and its generated pictures from the server. Characters are not deleted; they belong to their players' libraries. Workshops imported from are untouched. There is no undo beyond a server backup.