Why is a Campaign Diary so important? Why keep one, and why do I spend my time on It?

Why is a Campaign Diary so important? Why keep one, and why do I spend my time on It?

A campaign diary is a record of gameplay sessions in a tabletop role-playing game. It serves as a collective memory for all participants, helping them recall past events, track discoveries, and sometimes even remember what they have already forgotten. But it does more than keep track of the plot—it deepens the lore of the world where the game unfolds.

As players uncover small details—fragments of information that seem insignificant at the time—these clues may later come together to reveal a greater understanding of the world. A Dungeon Master can use these details to weave new narratives, bringing back forgotten NPCs or reintroducing past events in unexpected ways. Sometimes, an NPC meant to be background flavour takes centre stage simply because the players are interested in them. A campaign diary captures these moments, giving the DM a wealth of material to make the world feel more alive and interconnected. Players might also mention a blacksmith by name; the DM has no idea who they speak of. What was originally just a nameless blacksmith might have been given a name on the spot, and with a quick search through the session diaries, the DM can instantly recall it.

Additionally, a campaign diary helps fill in gaps when a player misses a session or the gap between sessions is too long. Instead of relying on scattered memories or sitting through hours of discussion, they can simply read a concise record of what happened—just like reviewing meeting minutes instead of watching a multi-hour recording.

My diaries will chronicle events in my homebrew setting, currently used with D&D 2024. If I find something better, the system might change, but I’m happy with it for now. The setting remains nameless for now—it will get a name when needed.

I won’t write an actual session diary today. Today is just an explanation and introduction to the setting and some home rules.


Setting: A World in Upheaval

In a world where faith once granted true power, everything has changed. The Temple of the one god ruled for centuries, its clergy wielding divine magic to spread enlightenment and control across the Sothir empire. Under their theocratic rule, education and science advanced alongside religious doctrine, often imposed by force.

Then the unexpected happened—the god died. The clergy’s magic disappeared overnight, throwing the established order into chaos.

Now, a generation later, magic is mysteriously returning to the world—but not to the hands of the Temple. As ancient powers reawaken, so do questions: Was there always only one god? What hidden truths might have been suppressed by the Temple throughout its thousand-year reign?

The Age of Enlightenment has ended. The Age of Great Trial has begun.


House Rules: A Different Kind of Beginning

Over the years, I’ve played many TTRPGs, each leaving a different impression. One in particular — Hunter: The Reckoning — taught me an invaluable lesson: the most crucial moment in a character’s life is when they stop being a nobody and decide to become someone with an impact. That’s the experience I want to give my players.

This principle shapes character creation in my game. Instead of starting as established adventurers, players begin as almost regular people—level zero, without a class. Each character is built with a complete set of attributes, a background, and a simple dagger (because everyone has some kind of knife). Their class and abilities are only unlocked at the end of the first session, symbolizing their transition from ordinary individuals to heroes.

In the beginning, only human characters are available. Other species exist, but they are yet to be discovered. As players explore the world, they will encounter new cultures and unlock new character options organically.

This is just the start of the journey. The campaign diary will chronicle these unfolding stories—both for the players and the world they shape.

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