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How to use StoryVue

Feature reference for the current release. For a guided walkthrough inside the app, open a story and use Take a tour at the bottom of the sidebar. Plan badges mark the sections covered by a paid plan; everything without one is on the Free plan.

Try it with a demo story

Download Alice’s Adventures in Wonderland, the complete public-domain novel built out as a StoryVue project (full manuscript, timeline, relationships, map and all), then import it from the Dashboard (ImportStoryVue file (.json) → choose the file) and read this page with a real story already on the canvas.

1.Concepts & data model

  • Story: the top-level unit. All nodes, connections, timeline order, and the manuscript belong to one story.
  • Node: a typed record with a name, summary, tags, type-specific fields, and an image gallery (paid plans). Every node type has one of four roles:
RoleTypesWhere it lives
StoryPlot Point, SubplotStory Canvas. Each owns a Plot Canvas.
SceneSceneIts parent plot’s Plot Canvas. Each owns a Scene Canvas.
ObjectCharacter, Location, Conflict, Faction, Item, Organization, Deity, CreatureStaged on any number of Scene Canvases.
LoreHistory Event, Magic System, Fauna, Axiom, Note, Race, Culture, Religion, Society, Technology, LanguageNo canvas. List pages, search, and manuscript @-references.
  • Canvas hierarchy: Story Canvas → Plot Canvas → Scene Canvas. Double-click descends one level; the header link and the breadcrumb ascend.
  • Connection: a directed edge between two nodes. Its scope is the canvas it was drawn on: story, plot, or scene.
  • Phase: one era of a scene-scoped connection, pinned to the scene where it begins and true from there until the next phase (§6). A relationship is a sequence of phases: allies, then rivals, then something else.
  • Timeline: one ordered list of all scenes. Defines before/after for state accumulation and phase resolution.
  • State change: a fact recorded against a node at a specific scene. Carried forward into every later scene. State belongs to a node; a phase belongs to a connection.
  • Reference: a named link from one node to another (§9), optionally anchored to a scene or an in-world date, so the answer can change as the story moves.
  • In-world date: a year, and optionally a month and day, read through one of your calendars (§17). Dates only compare within a single calendar.
  • Manuscript: chapters of prose scenes with live references back to nodes.
  • Maps, family trees, calendars, the World Bible layout, and the compile settings all belong to the story, so they travel with its export (§22).

2.Stories & the Dashboard

  • Create: type a title → Create.
  • Open: click a story card.
  • Per-card actions: Rename, Export (one JSON file), Delete (confirmed) moves the story to Trash for seven days (§26).
  • Import is a menu. StoryVue file (.json) restores an exported file, manuscript included; importing a story you already have asks whether to replace it or import a separate copy. World Anvil export (saved page) imports a saved World Anvil export page after a review table. Both are covered step by step in the import guide.
  • Plan panel: current plan, trial offer or countdown, upgrade and billing controls, and a storage meter (§21).
  • Stories saved in this browser before accounts existed are offered a one-time Upload to your account.
  • Every edit saves to the cloud automatically. There is no manual save.

3.Story Canvas

  • Contents: every plot point and subplot, plus story-scoped connections.
  • Create: the Add to this story panel on the right → + New ▾Plot Point or Subplot. The sidebar’s Plot points / Subplots list pages create the same nodes from a list view (§8).
  • Reposition: drag a node. Positions persist.
  • Connect: drag from a node’s edge to another node. Edge direction is narrative order.
  • Edit: click a node to open its editor in place of the add panel. Click a line or its label chip for the Connection editor (§6).
  • Descend: double-click a node, its Open canvas button, or Open canvas in the editor.
  • Canvas controls sit bottom-left (zoom, fit view, lock); the minimap is bottom-right.
  • Links carry arrowheads in story order. Labels sit in chips on the canvas that never hide under a card; a long one truncates and shows its full text on hover, and chips hide below 55% zoom. Selecting a node keeps its own links bold and fades every other line; click empty canvas to restore.

4.Plot Canvas

  • Open: descend from a plot point or subplot (§3). ← Story Canvas returns.
  • Contents: the scenes assigned to that plot, plus plot-scoped connections.
  • + New Scene in the Add to this plot panel creates a scene already assigned to this plot.
  • Add existing searches scenes that belong to other plots (or none). Adding one moves it to this plot; a scene belongs to exactly one plot at a time. Each candidate shows its current plot.
  • Connect scenes to define their order within the plot.
  • Double-click a scene to open its Scene Canvas.
  • A MiniMap sits bottom-right on wider screens, as on the Story Canvas.

5.Scene Canvas & scene state

  • Open: double-click a scene on a Plot Canvas, the button on a Master Timeline row, or Open canvas in a scene’s editor.
  • Stage a node: the Add to this scene panel → + New ▾ for a new object node, or search and click an existing one.
  • Remove: Remove from this scene in the editor. The Delete key does nothing to a staged node.
  • Edges show the phase active at this scene (§6). A phase that starts here is labelled (begins here). Connections with no active phase are hidden. Tick Show dormant links (bottom left) to draw them as dashed ghost lines labelled “(begins later)” or “(ended)”; they select like any link.
  • On the Scene Canvas, scene relationships carry arrows only for one-way phase types (Causes / leads to, Takes place in, Uses system); Relationship and Custom phases stay arrowless. Backspace does not delete a scene link; use the Connection editor’s Delete connection, which asks first when more than one phase would go.
  • State at “scene”, in the editor of any staged node:
    • changes carried from earlier scenes: read-only, each labelled since “scene”;
    • Changes in this scene: add (Enter or Add), edit inline, delete.
  • Recorded changes appear in every later scene, in timeline order (§7).
  • A Scene ledger link in the header opens a read-only summary of everything true in this scene (every staged node’s state and every active relationship) on screen and as a printable page (§7).
  • A MiniMap sits bottom-right on wider screens, as on the Story Canvas.

6.Connections & relationship phases

  • A scene-scoped connection is a sequence of phases, each pinned to the scene where it begins. State belongs to a node (§5); a phase belongs to a connection.
  • Create: drag node → node on any canvas. The connection’s scope is that canvas.
  • Click a line or its label chip to open the docked Connection editor on the right: both ends named A → B, Reverse direction, colour swatches (all scopes), and Delete connection. Drawing a new link opens it at once. Drawing the reverse of an existing link selects that link instead of making a second one.
  • Story / plot scope: one optional label, e.g. “leads to”. These edges define order; Rebuild (§7) walks them.
  • Scene scope: an ordered list of phases. + Add phase needs at least one scene on the timeline. Each phase:
FieldBehaviour
LabelDisplay text. Empty falls back to the type label.
TypeRelationship · Takes place in · Causes / leads to · Uses system · Custom.
Begins at sceneFirst scene where the phase holds. Scenes not on the timeline are listed with a ⚠ marker.
Ends hereHides the connection from that scene onward.
  • Resolution rule: at any scene, the active phase is the latest phase whose begins-at scene is at or before it on the timeline.

7.Master Timeline & scene ledger

  • One flat, ordered list of every scene: the story’s single source of order.
  • Reorder: drag a card by its ⠿ handle, or use / . Scenes from different plots interleave freely. Each card shows its parent-plot badge.
  • Rebuild replaces the whole order from the canvases: plots ordered by Story-Canvas edges, then each plot’s scenes by its Plot-Canvas edges. It asks first, because it discards manual ordering.
  • Add missing scenes merges scenes that are not on the timeline yet, next to their plot siblings, leaving the existing order untouched. Those scenes are also listed under Not on the timeline, each with its own Add.
  • Click a row to select it; double-click a row, or click , to open its Scene Canvas.
  • The Scene ledger on the right answers “what is true here?” for the selected scene, with nothing to select:
    • In this scene: every staged node and its live state, the changes recorded here and those carried from earlier scenes, each labelled since “scene” (click it to jump to that scene in the list), plus a count of anything resolved along the way. Click a node’s name to open it on the Scene Canvas.
    • Relationships: every phase active between the nodes here, grouped by whether both ends are staged or one is off-stage.
    • Open canvas for the full Scene Canvas.
  • The ledger is read-only; authoring state and phases stays in the Scene Canvas and its node editors (§5, §6). Print ledger opens the same summary as a printable page, free on every plan.
  • A scene that is not on the timeline says so: inherited state cannot be computed for it.
  • The order drives state accumulation (§5), phase resolution (§6), reference anchoring (§9), character timelines (§18), and manuscript scene context (§12).

8.Objects & lore

  • Object types (Character, Location, Conflict, Faction, Item, Organization, Deity, Creature): reusable. One node can be staged on any number of scenes.
  • Lore types (History Event, Magic System, Fauna, Axiom, Note, Race, Culture, Religion, Society, Technology, Language): reference-only. No canvas placement; reachable from list pages, search, references, and manuscript @-mentions.
  • List pages: New <Type> creates one; the search box filters that type by name or tag; click a tag chip on a card to filter by it.
  • The editor, top to bottom: name, summary, in-world date (scenes only, §9), tags (autocompleted from the story’s existing tags), connections (§6), Open canvas (plot points, subplots, scenes), Create prose scene (scenes, §12), type-specific fields with an Expand toggle on the long ones, Game stats (characters and creatures, §20), references (§9), On maps (§15), the image gallery (§10), and delete.
  • Editor header: Wide panel (remembered across sessions) and Full screen (a centered writing column; Escape steps back one layer at a time), with a Saving… / Saved indicator beside them. A sticky section bar under the header jumps to any section (Scene state, Basics, Connections, Details, Game stats, Decisions, References, On maps, Secrets, Images, as present) and follows you as you scroll. Delete confirms in a dialog; a new entity opens with its name selected for renaming. Connection rows lead with → for outgoing and ← for incoming.
  • Deleting a node cascades: it is removed from canvases, scene placements, the timeline, its connections, its state changes, map pins, and family-tree membership. Manuscript prose keeps its text, and references to it degrade to a muted chip.

9.References & in-world dates

  • A reference is a named link from this node to another: a character’s culture, a location’s ruling faction, an item’s owner. The relation name is free text; the editor suggests the usual ones per type.
  • + Add reference takes a relation, a target node, and an anchor:
    • From the beginning: true for the whole story;
    • At a scene: from that scene forward, in timeline order;
    • On a date: pick a calendar (or the unnamed one) and a year, with month and day optional. With an authored calendar (§17) the month becomes its month names and the day is clamped to that month’s length.
  • Ends here records that a reference stopped at that anchor. It is only available when something is currently active under that relation; if more than one target is active, you choose which one is ending.
  • References are grouped by relation name and listed oldest to newest, with family relations first. Click a target to jump to it.
  • Rows marked auto are derived kinship (siblings, grandparents, grandchildren, cousins) worked out from the family relations you authored (§16). They are read-only: correct them by fixing the underlying parent, spouse, or child relation.
  • Where two references share a relation, the one in effect at a moment is the latest whose anchor is at or before it. Distinct targets under the same relation resolve independently, so a character can hold two cultures at once.
  • In-world date on a scene’s editor puts that scene on a calendar. It is also what lets date-anchored references resolve against timeline order.

10.Images & galleriesWriter plan

  • Every node editor has an image gallery, titled per type: character Portraits, location Map Images, magic system Diagrams, faction Emblems, and so on.
  • Add an image uploads one file (up to 5 MB). A downscaled 384px thumbnail is generated for the grid; clicking a thumbnail opens the full-size original.
  • Object nodes show their first image on the canvas; nodes without one show their type icon.
  • Images live in cloud storage, not in the story file, so they do not count toward the story’s size (§22). They count against your plan’s storage, metered on the Dashboard along with fonts, story data and version history (§21).
  • Uploads are blocked when a file would put you over the plan’s storage cap.
  • On the Free plan there are no uploads. Images from a trial or a previous plan stay viewable and removable; nothing is deleted (§21).
  • Map images (§15) and the World Bible cover (§19) are uploaded and picked separately.

12.ManuscriptWriter plan

  • Open: sidebar → Manuscript. Start writing creates a first chapter and scene.
  • Binder (left): chapters and prose scenes. + Chapter, + Scene, rename in place, / to move a chapter, drag a scene within or between chapters, to delete (deleting a chapter deletes its scenes and their prose). Word counts show per scene, per chapter, and for the whole manuscript. Drag the binder’s right edge to resize it; the width is remembered in this browser.
  • Toolbar: bold, italic, strikethrough, underline, highlight, text colour, blockquote, bullet and numbered lists, a scene-break rule, notes, left / centre / right alignment, undo and redo. Markdown shortcuts still work as you type. Underline, highlight, colour, alignment and notes are part of the Author plan.
  • References: type @ for the suggestion list (names and tags) and insert a chip. A chip that keeps the node’s name reads as @Name; give it your own text and it reads as plain prose with a dotted underline, so a sentence can say “she” and still be linked. Hover a chip for a peek card; click it to open the full editor beside the draft. Renaming a node updates its chips; deleting one leaves a muted chip with the last-known label.
  • Scene link: the header dropdown links this prose scene to a scene node, or + New scene node creates and links one. At most one prose scene per node. From the other direction, a scene node’s editor offers Create prose scene.
  • ◆ Context opens Scene details: the linked scene’s setting, what changes there, and a jump to its Scene Canvas, shown for every plan. Editing those fields in place, plus a per-scene draft status (Outline/Draft/Revised/Final, shown as a dot in the binder) and a word target with a progress bar, is part of the plan below.
  • The status bar shows the current scene’s word count and the manuscript total.
  • Write / Board / Outline above the manuscript switch views: Board is a corkboard of index cards, one per scene, grouped by chapter: drag to reorder, set status from the card. Outline is the same scenes as a table (status, words, target, POV, synopsis), filterable by status.
  • If your plan lapses while prose exists, the manuscript becomes read-only: you can still read, search, and compile it (§13, §21).
  • Everything you see survives the compile: underline, highlight, colour, alignment, and a font or size set for one passage all reach Word, PDF, Rich Text and the print view. Markdown output stays plain.
  • Aa (Text appearance): Font and Size apply to the selected text or to what you type next (Built-in and Your fonts); Line height and Line width belong to the manuscript and follow it to every device; Focus mode and Full screen are per device.
  • Font library (Dashboard card, Author plan): upload TTF or OTF files once and use them in every project. Uploaded fonts are embedded in exported Word and PDF files. Fonts whose license forbids embedding are refused with the reason. Fonts count toward account storage (§21).
  • History (beside Context): this scene’s versions, compare and restore (§26).
FeaturePlan
Scene inspector & statusAuthor plan
CorkboardAuthor plan
OutlinerAuthor plan
Formatting (highlight, colour, underline)Author plan
Text appearance (Aa): per-passage font and size, line height and width, focus mode, full screenAuthor plan

13.Compiling & exporting your draft

  • Compile ↓ at the bottom of the binder opens the compile dialog. Output follows binder order; chapter titles become headings and references flatten to plain names.
  • Formats:
FormatPlan
Markdown (.md)Writer
Rich Text (.rtf)Writer
Word (.docx)Author
Print / PDFAuthor
  • Scene separator: scene titles as headings, or --- breaks with titles omitted.
  • Chapter selection, and per-scene checkboxes under each chapter, leave parts of the draft out. Scene exclusions are remembered with the story; chapter selection applies to that export only.
  • Themes and the title page apply to Word and PDF. Rich Text carries your inline formatting without the theme; Markdown stays plain. Seven themes, including As written on screen, which compiles in the manuscript’s own typography. Word keeps link addresses; PDF and Rich Text keep the link text. You can choose a theme, a title page (author, subtitle, contact block, approximate word count), a table of contents, a running header, or centred page numbers; a running header and page numbers are mutually exclusive.
  • Preview & print (PDF) opens the styled manuscript in a print view; use your browser’s print dialog to save it as PDF.
  • Chapter selection, styling, and per-scene exclusions are Author-plan features; the dialog says so where it applies.

14.Writer toolsAuthor plan

Eleven read-only reports, all computed from your own story. No AI is involved anywhere.

ToolWhat it reports
Reader KnowledgeNodes mentioned in prose before the reader has met them on the timeline.
Orphan ReportNodes carrying no structural signal at all: nothing connects to them, they are staged nowhere, and nothing mentions or references them.
Timeline DensityHow much is happening in each scene, in timeline order, plus scenes not on the timeline.
Between ScenesEverything that changed between two scenes: phases that began, changed or ended, state recorded in between, and threads that got resolved. It compares the two scenes themselves.
Connection HealthStructural problems in the graph, including cycles.
Writing AnalyticsWords today against a daily goal, current and longest streak, a twelve-week activity strip, and per-chapter counts. Activity is per account, across all your stories.
Prose HabitsOverused words, repeated phrases, filler, and adverbs, for the whole manuscript or one chapter.
Entity MentionsEvery prose mention of one node, with a jump into the manuscript.
Cast PresenceA grid of who is on stage, who is only mentioned, and who has been absent for five scenes or more.
PacingScene lengths and dialogue share in binder order, flagging scenes far above or below the median.
Story TemplatesSeeds Three-Act, The Hero’s Journey, or Seven-Point beats onto the Story Canvas as plot points. It only adds; applying twice adds a second copy.

15.MapsWorld Builder plan

  • New map: give it a name and upload an image. The map list shows every map in the story.
  • Map header: rename, Show names, zoom / % / + (0.5× to 4×, the percentage resets to 100%), and + Add pin.
  • Place a pin: + Add pin, click the map, then pick the node it marks. Add-pin mode stays on so you can place several.
  • Pins are numbered in creation order and listed in a legend under the map. Hovering either the pin or its legend row highlights the other; clicking a legend row scrolls the pin into view.
  • Move a pin by dragging it. With a pin focused, arrow keys nudge it and Shift + arrows move it further.
  • Select a pin to open the node’s editor with a Pin section: Go to node, a label override, and Remove pin.
  • Link a map to a location node in the right panel. A pin that points at a location which has its own map becomes a drill-down: Open map →, with a breadcrumb back out. Nesting is as deep as your maps go.
  • A node’s editor lists the maps it is pinned on under On maps.
  • Replace image… swaps the picture and keeps every pin. Delete map removes the map and its image; your nodes are untouched.

16.Family TreesWorld Builder plan

  • A tree is a named list of characters. The relations themselves live on the characters as references (parent, spouse, child), so one relation shows up in every tree that contains both people.
  • + New tree, rename, Delete tree (which removes the view only; the relations survive). The selected tree is kept in the page URL, so a link or a reload returns to it.
  • + Add member picks characters; Add connected relatives pulls in everyone already related to a member.
  • The Add relation panel records a parent, marriage, or child. Adding one writes both sides automatically, and adds any missing participant to the tree.
  • Siblings, grandparents, grandchildren, and cousins are derived, not authored. They appear as read-only auto rows in the References section (§9), never as edges.
  • Click an edge to inspect it. A marriage can be ended (choose the scene or date it ended; “from the beginning” is not an ending) or removed outright. A parentage edge lists both parents.
  • As of re-reads the tree at a chosen scene, so a marriage that ends mid-story disappears from later views.
  • How are they related? takes any two characters and prints the shortest chain of family links between them, up to twelve steps.
  • Remove from this tree takes someone out of this view only; their relationships and any children in the tree stay.
  • Layout is computed every time, never saved. Members in an ancestry loop are called out in a banner and placed on their own row.

17.CalendarsWorld Builder plan

  • + New calendar, then name it and give it months (each with a length), a week cycle of named weekdays, and optional era labels for positive and negative years: “AC” and “BC”, say.
  • Months and weekdays reorder with / and delete with . A calendar always keeps at least one month.
  • Scenes (§9) and date-anchored references carry dates. Dates only compare within one calendar; two dates on different calendars have no order.
  • Adopt unassigned dates claims dates that were entered before any calendar existed.
  • Entries lists everything dated on this calendar. List view sorts by date and shows +N days later between consecutive fully-specified dates. Grid view lays out one month at a time and opens on the first dated entry. Entries whose day falls past the end of a shortened month are listed below the grid rather than hidden.
  • Deleting a calendar tells you how many entries use it. Their dates revert to the unnamed calendar; years, months and days are kept.

18.Character TimelinesWorld Builder plan

  • A read-only account of one character’s life, built from timeline order: appearances, POV scenes, state changes, relationship phases, and reference eras.
  • Pick a character from the search box; the selection is kept in the page URL.
  • From the beginning lists what is true before the story starts. Scene blocks follow in timeline order, with the scene’s in-world date when it has one, and dated events that fall between scenes appear under a date divider.
  • The chip row filters by event kind: appearances, POV, state changes, relationships, references. Hiding references also hides the opening block.
  • Anything that cannot be placed appears under Unplaced / undated with the reason.
  • This is the one World Builder surface with no read-only mode: without the plan it is locked, even if you have characters (§21).

19.World BibleWorld Builder plan

  • Build a document from your story: pick sections on the left, order them on the right, then print to PDF or export to Word. Sections with nothing to include cannot be added.
  • Sections available: a title page, an overview, one per node type, maps, family trees, calendars, cross-references, relationships, and scene changes.
  • Every section takes its own heading and an optional introduction.
  • Node-type sections also take: images on or off, portrait-only layout, fields on or off, summaries only, sort by name or creation order, which entries to include, and which fields to leave out.
  • The title page takes a subtitle, an author, a cover image chosen from any picture already in the story, and a generated date you can switch off.
  • Style: five themes (Classic, Modern, Parchment, Fantasy, Sci-Fi), a table of contents, and page numbers in the Word export.
  • Preview & print (PDF) renders the document in the browser for printing; the print view is the one that overlays numbered pins on maps. Export Word (.docx) downloads it. Reset to default rebuilds the default layout.
  • The whole configuration is saved with the story, so it syncs across your devices and travels in the export.

20.Game Master modeWorld Builder plan

  • Game stats (free, on characters and creatures): kind (PC, NPC, or monster), level, class, and ancestry, HP, AC, speed, the six abilities, initiative bonus, passive perception, CR and XP, features, and spells. Importable from a D&D Beyond character-sheet PDF (its Export to PDF button, then upload here); the file is parsed entirely in your browser, nothing is uploaded, and spell rules text is filled in from the bundled SRD where its license allows.
  • Creatures & the compendium: creature is a full entity type, staged and connected like any other. The Compendium bundles both 5e System Reference Documents: 656 stat blocks, CC-BY-4.0, attribution shown in-app and on About. Search it, then Add to my world in one click. When adding to an encounter, a stat block can also be pasted as JSON.
  • Encounters & initiative: build a roster from your creatures or the compendium, check the balance against your party, then run it. The run view is two panes with a sticky turn strip and a Next-up read: HP renders as meters, conditions as chips (a condition can carry a timer), and combatants track temp HP and concentration, with death saves on party rows and legendary pips on legendary creatures. Group initiative is supported, initiative ties are flagged without picking a house rule for you, an in-world round clock keeps time, and N / B move the turn from the keyboard. Tap a condition for its SRD rules.
  • Quick reference: a stats strip plus Attacks, Spells, and Features tabs beside the run view, with spell sub-tabs by level. Pin it to any combatant instead of letting it follow whoever is active.
  • Rolling from the run: click an attack to open a roller: to-hit with advantage or disadvantage, natural 1 and natural 20 flagged, hit or miss read against a target's AC, damage rolled per packet with its type, and apply full or half. A Heal control and a manual-entry fallback are there too, for when a stat block gives the roller nothing to parse.
  • Fights that change shape: add reinforcements mid-fight, or let a combatant delay and use Act now to act out of turn without rewriting the turn order. Ending a fight pre-fills an editable summary that logs itself into the running session.
  • Sessions: the sessions list groups into Up next and Past sessions, each row showing a prep count, and a finished session can Reopen. Build the agenda from your own scenes (the picker only offers scenes nobody else has claimed), then run a live log at the table from a one-row composer, each entry carrying a mark for its kind. The prep rail reads live: a Now badge, the combatant count, the encounter's difficulty band, and the current Round N. Resolve a scene's decision points from the table as you go, and split a half-played scene forward onto a later session, its notes landing in that session's log.
  • The campaign journal: a chapter per session, derived from the log you kept: what happened, a Met this session row naming anyone new, and what the party learned. Star a log row to promote it into a beat (star again to demote it), and catch up from the Previously disclosure on the runner's Prep tab before the next session starts.
  • Player copies & the printout: flag any log entry player-facing, and reword it if the table's version should read differently. Print the story so far makes a GM copy or a player copy, one session or all of them, with an optional cover image. The World Bible gains a journal area too: the GM binder preset includes it, and the player handout leaves it out by design.
  • Tables & dice: dice take an expression with modifiers and roll as plain text. A table says what it rolls (Rolls 1d20, or the matching span when no single die covers every entry), and its entry list carries a real column header, Roll · Chance · Result · Weight. A weighted table shows each entry's share; an even table hides the chance column, since 1-in-N on every row is noise. An entry can link to one of your entities, so a result opens the thing it names. Ten starter tables ship on a fixed shelf: six adapted from the 5e SRD under CC BY 4.0, four written for StoryVue, and a copied table keeps its source's attribution. Paste a list of your own (plain lines, a numbered list, or a markdown table), and a leading range like 01-20 becomes the weight, so odds copied from elsewhere come across intact. Roll a table from the session composer and the result lands in that night's log; rows reorder, tables duplicate, and a filter appears once you have seven or more.
  • Secrets & player knowledge: per-entity secret notes, revealed during a session as the party learns them, with a derived panel of what the party actually knows.

21.Plans, trials & billing

StoryVue plans, with monthly and yearly price, storage and what each includes
PlanMonthlyYearlyStorageWhat's included
Free$01 GBCore planning app
Writer$5/mo$54/yr · save $6 a year (10%)5 GBManuscript editor, Image galleries
Author$10/mo$102/yr · save $18 a year (15%)10 GBManuscript editor, Scene inspector, corkboard, outliner, notes & formatting, Image galleries, Word (.docx) export, Chapter-selective export, Styled manuscript & PDF export, Writer tools suite
World Builder$15/mo$144/yr · save $36 a year (20%)15 GBManuscript editor, Scene inspector, corkboard, outliner, notes & formatting, Image galleries, Word (.docx) export, Chapter-selective export, Styled manuscript & PDF export, Writer tools suite, Interactive maps, Family trees, In-world calendars, Character timelines, World Bible export, Session runner (GM mode), Encounter builder & initiative, Random tables & dice, GM secrets & player handouts
  • Version history and the seven-day Trash are on every plan, including Free (§26).
  • The Free plan is free forever and includes the whole planning layer: every node type, all three canvases, connections and phases, accumulated state, the Master Timeline, references, calendaring of scenes, search, tags, and JSON export.
  • Every account gets one 7-day trial, once, with no card. There is no plan to pick: the trial is always the top plan, so it shows the whole product. Start it from the Dashboard.
  • When the trial ends you return to the Free plan automatically. Nothing is deleted. You are told once, with the plans in front of you, and can carry on free.
  • Subscribe from the Dashboard: Upgrade to <plan> opens checkout, and Manage billing opens the billing portal to change or cancel a plan. A failed payment shows a banner asking you to update your payment method.
  • Dropping to a plan that no longer covers something you have built does not take it away. Those surfaces become read-only: you can read, browse, and export, but not edit or add. Character Timelines is the exception: it locks entirely without the World Builder plan.
  • The Dashboard’s storage meter shows storage used against your plan’s cap; it turns amber at 80% and red when full.
  • Storage counts everything held for your account: images, fonts, story data and version history.

22.Sync, backup & data

  • Continuous cloud sync. There is no manual save.
  • Stories are private to your account, enforced in the database rather than only in the interface.
  • If the same story is changed in another tab or on another device, a banner asks you to reload; unsaved local edits in the stale window are lost on reload.
  • Backup: Export per story (JSON) → ImportStoryVue file (.json) restores it. The file carries everything: nodes, connections, timeline, state changes, references, manuscript, maps, family trees, calendars, and both export layouts. Images are referenced by URL, not embedded. Version history stays in your account and is not in the file.
  • Prose export: Compile (§13).
  • A story is one database row, so there is a size ceiling. Past 70% of it a banner appears, and past 90% it turns red. Export the story and remove some content if you reach it; images are stored separately and do not count toward this ceiling (they, fonts, story data and versions count toward account storage, §21).

23.Account & appearance

  • The theme toggle switches between light and dark. It follows your operating system until you choose, then remembers your choice in this browser.
  • The account menu, top-right on the Dashboard and bottom-left inside a story, holds your stories, this page, the FAQ, contact, and Sign out.
  • Your email address identifies the account and is what makes the trial one per account. Passwords are reset by email from the sign-in screen.

24.Onboarding tour

  • Auto-opens the first time you open a story in a browser session, until you dismiss it permanently.
  • Skip closes it for this session only.
  • Don’t show this again stops it auto-opening, on every device.
  • Replay it anytime with Take a tour at the bottom of the sidebar. Replaying does not change the saved preference.

25.Interaction reference

Keyboard and mouse interactions, by context
InputContextAction
⌘K / Ctrl+KAny story pageOpen search
Search resultsMove the highlight
EnterSearch resultOpen its summary card, or go straight to a state change or phase
EscSearch, tour, dialogsClose, or back out of a summary card
Click nodeAny canvasOpen its editor
Double-click nodeStory / Plot CanvasOpen its canvas
Drag nodeAny canvasReposition (persists)
Drag node edge → nodeAny canvasCreate a connection
Click a line or its label chipAny canvasOpen the Connection editor
Delete (edge selected)Story / Plot CanvasDelete the connection
Delete (edge selected)Scene CanvasNothing; use the Connection editor’s Delete connection
Delete (node selected)Scene CanvasNothing; use Remove from this scene in the editor
Click rowMaster TimelineInspect the scene
Double-click rowMaster TimelineOpen its Scene Canvas
Drag ⠿ / Master TimelineReorder scenes
EnterState inputRecord the change
@Manuscript editorInsert a node reference
Ctrl+B / Ctrl+IManuscript, rich modeBold / italic
Ctrl+Z / Ctrl+Shift+ZManuscript, rich modeUndo / redo
Drag the binder edgeManuscriptResize the binder
Arrow keysMap, pin focusedNudge the pin (Shift for bigger steps)
Enter / SpaceMap, pin focusedSelect the pin

26.Version history & trash

  • On every plan, including Free. StoryVue saves a version of a story on its own about 30 minutes after your last edit, or when you close the tab or sign out.
  • Version history (sidebar footer) lists every version with its kind, label, time, item count and expiry. Save a version names one; named versions can be renamed or deleted and never expire. Restore this version returns the whole story to that state after a confirmation; a named “Before restoring…” version is saved first, so a restore can always be undone.
  • Manuscript: History (beside Context) lists the versions in which this scene changed, previews the scene at any of them, Compare to current text shows a word-level diff (cuts struck through, additions highlighted), and Restore this version restores that scene alone. A normal save follows.
  • Retention: the Dashboard’s Version history card sets how long automatic versions are kept: Off, 1 week, 2 weeks, 30 days, 60 days, or 3 months. Off stops new automatic versions; named versions still work.
  • The restore preview lists items the story still has. Anything deleted since the target version comes back on restore without appearing in the list; the dialog says so.
  • Trash: Delete on a story card moves it to the Dashboard’s Trash for seven days, images and history intact, with a Restore button and the days remaining. The Trash is hidden when empty. Restoring while at the plan’s story limit is refused with a message. After seven days the story and its images are removed for good.
  • Versions count toward account storage (§21). History is not part of the JSON export (§22); an imported story starts its history fresh. History is linear: there is no branching, merging, or accepting single changes from a diff.