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The session notes you already took, read back as a story.

The log you keep at the table while you play is already the record, so StoryVue's campaign journal doesn't write a new one. It reads that log back in order: a chapter per session, built from what you starred and what you marked along the way. Nothing here is generated. It's a derivation, the same as every other report StoryVue produces.

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Keep the log, not a second document.

Every chapter starts the same way every session does: the one-row composer in the session runner, logging notes, decisions, meetings, reveals, and rolls in whatever order the night actually goes. You are not keeping a second document for later. You are playing, and the record is what's left when you're done.

Star a beat, and StoryVue writes the chapter.

Not every log entry matters to the story. Star the ones that do; unstar one and it demotes back to a footnote instead of a beat. From your starred entries, StoryVue assembles a chapter per session: what happened, who the party met for the first time, and what they learned, in the order you actually played it.

One log, two readers.

Mark any entry player-facing, and reword it if the table's version should read differently from your own note: the GM line names the artifact and its curse, the player line just says they found a sword. Print the result whenever you want it: a GM copy or a player copy, one session or every one you've logged, with an optional cover image, built to read aloud before the next session starts.

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What the table sees when you hand it over.

The player copy reads like a recap, not a report: a paragraph of what happened, then the beats you marked for players, in the order you played them. No GM secrets, no stat blocks. Just what the table needs before the next session starts.

A printed campaign journal page, player copy: a session heading, a short recap paragraph, and the story beats marked for the table to read.
Shown: the sessions/print player copy, with the recap included.

Where it ends up.

The journal gets its own area in the World Bible, alongside the rest of what you've built. Compile the GM binder and it's included by default; compile the player handout and it's left out, on purpose, the same way every GM secret is. What the table gets to read is only ever what you decided they should.

Start with the sample campaign, or your own.

Ravensmoor is a campaign in progress, waiting on your Dashboard the moment you sign up: four sessions with a real log, two encounters, three rollable tables, and the journal assembled from all of it. One click to open it, or start from an empty canvas. No credit card, no time limit.

Your story stays yours. Never trained on. Never sold. Export everything, anytime.