A stretch of generated coastline: forest and scrub running down to a bay, with settlements, ruins and lairs marked along the shore

Campaign management for 5e-compatible tabletop RPGs

The world doesn't wait for the party.

Game Master Pro makes your players' world feel alive, and makes running it fun instead of work. It simulates your region's population across centuries — births, trades, apprenticeships, marriages, crimes, curses and the grudges that outlive the people who started them. When the party finally reaches the village, its history is already there.

A world that feels alive Every person in a scene has an age, a trade, a manner, a want and a family they came from — written by the simulation before you needed them.
Offered, not authored The next adventure, who is in the inn, what last week's killing costs the party — it is offered. Take what fits; nothing happens until you say so.
Everything at your fingertips The read-aloud, the NPC's whole history, the sound cue and the fight, on the one screen you already have open.
You tell the story The bookkeeping is done before you sit down. What is left is the part you came for: the voices, the rulings, the table.
The living world

A hundred years happen before session one.

Press Age. NPCs are born, apprenticed, married, ruined and buried. A child takes up a parent's trade — or a master's. Same seed, same century, every time. This is a simulation, not a dice roll.

A run report titled Age Region — 1000 years of history, listing dated events across ten centuries: a new generation, apprentices raised to master, a stolen legacy, a dynastic feud, a knight's page, an ancient wisdom, a shadow expunged
One run, ten centuries. Aging a region a thousand years is normal here — it is the only way to see several generations of long-lived races pass through the same bloodline.
YEAR 43 A horse is stolen

Two households fall out. The engine records a grievance, not a mood — it has a cause and a date.

YEAR 71 The thief's daughter marries

The grievance crosses into a second family. Enmity is inherited at a funeral, not assigned at random.

YEAR 98 A cousin is outlawed

Crime, scandal, injury and curse each run on their own rules and leave their own marks.

YEAR 118 Nobody remembers why

The feud is still carried, and fading, by people who could not tell you what started it. Then your party walks in.

An example run. Feuds, rivalries and enmities are distinct things in the model: a rival is circumstantial, an enemy has a grievance, and a feud is an enmity a child picks up and carries for generations.

Population

A pool is a cast, not a country.

A pool holds the people your party could plausibly meet — shopkeepers, guards, allies, villains, nemeses — with their own races, trades, ages and families. It is not a census of the world, and it never pretends to be.

The NPC Pools screen: a pool named The Surface with 860 living, mostly human with dwarves and halflings, a table of living counts by race and age band, what has come through it — deities and fey — and what they left, its noble houses, founders, cadres and guilds
You set the balance; the years do the rest. Racial mix, trade mix, whether the pool is civilized, whether violence and slavery are modeled — then age it two hundred years and read what happened.
The NPC board grouped by profession, with the gentry open: each name with the mark a stranger notices first, age, sex and race, an undead duergar among them

They stop aging the moment they matter.

NPCs stay ephemeral until they meet the party or get assigned to a place. Then they are promoted out of the pool and frozen — along with their family — so continuity survives the next thousand-year run.

When a pool runs thin, age it again or seed a fresh generation. The people your table already knows are not touched.

  • Royal lines and noble houses shift with births, deaths and scandals.
  • Conditions spread — lycanthropy, vampirism, doppelganger infiltration.
  • Vampire spawn sometimes rise and destroy their masters.
  • Were-creatures sometimes become alphas and gather a pack.
The record for Kilider, a fifty-eight-year-old human tavernkeeper at The Gilded Wolf: a portrait, a written description, his bearing, speech and a hook, his spouse, parents, four children and three siblings, and a rival

Every one of them is a hook.

A description written from a curated corpus rather than a mad-lib, a portrait, how they carry themselves, how they talk, a hook, and the marks the simulation left on them. Kilider buys twice what he needs, is missing a toe, and has kept the same rival since 965 — none of which anybody typed.

The map

Describe the world. It draws it.

Map Generation is a screen in the app, not a step you do somewhere else and export. Set the era, the scale in real miles, the climate, how much of the land is claimed, how tightly the towns sit, which faiths hold territory — then generate. Or bring a world in from Azgaar's Fantasy Map Generator and it renders that instead.

Map Generation at its first stage, The Land: world kind Surface or Underdark, an era row from Mythic Frontier to Post-Apocalyptic, a world size of 2,880 miles described as about the width of the continental United States, and climate, beside the generated map of an inland sea with an empire and three smaller realms
Every dial is a decision about the world, not about the renderer. Four stages — the land, its peoples and states, its towns, its faiths and markers — and the map redraws as you go. "Legends, 4 weeks apart" is a spacing, not a count: how many a map holds falls out of its size and the travel pace you set.
  • Distances you can plan against. 2,880 by 1,620 miles is about the width of the continental United States — three months to cross end to end at horseback pace.
  • Underdark is a world kind, not a layer. Pick it and the sea becomes rock: open cavern, fungal bands, no ports, no sun, and its own culture and government lists.
  • Legends, not monster pins. A few old, named creatures, each with a past, rumours that travel, and kills near the party when it is close.
  • Bridges, weather, water. Every road that crosses a river has a bridge you can hold or close, today's sky comes off the climate, and a ship or a boat is offered when it saves real days.
The plan of Littlehaven, a walled human capital, with its keep on a hill, a market hall, a temple and six named wards inside the wall and fields outside it, beside the settlement card: the arrival read aloud, the local law with lenient-to-iron and clean-to-bought dials, offered customs, and the party's standing
Every settlement has a plan. Hamlet to capital, drawn off the burg's own river, roads and shore. The inn is always on it, the places you add sit on real buildings, and the card beside it reads the arrival aloud.
Keathalas, an elven capital: round homes in glades scattered through open woods, a river through the middle, and six named groves
An elven grove. Homes round wide glades under the canopy, a council hall and a great tree.
Fineton, a halfling capital: burrows set into the rims of knolls among hedged fields, joined by lanes, with six named hollows
A halfling shire. Burrows in the knolls, hedged fields and a party green. Each people lays out its own: gnome burrows and terraces, dwarven holds, drow caverns, walled towns.
A cave system drawn as fourteen numbered chambers, beside its card: a cave mouth that goes back further than anyone has followed it, the story of a wizard who vanished there and the owlbears who hold it now, and a key with an unstable ceiling, a trap's tell and save, and the owlbears' lair
A site pin is a delve. Dungeons, caves, mines, ruins, warrens and lake lairs, each with a floor, a key for every room, the story of what it was and how it ended, and whoever holds it now. When the party ignores every hook and walks into the forest, this is what they find.
One world, many tables

Two parties, one region, and no idea about each other.

Run separate campaigns on the same world and watch each group's choices reach the other one. The map, the pools and the people are shared; what each party knows is not.

The campaign board: the party in the village of Pearlhand with its arrival read aloud and the maps the party holds down the left, a world map of autumn woods, lakes and mountain passes in the middle, and the open adventure Dry Spell on the right with its GM notes, who is in the scene, and a walk-on not yet cast
The campaign board. Where the party is, what they would see arriving, the maps they hold, and the adventure you are running, on the world you already built.
  • Competing parties can chase the same artifact, feud over territory, or unleash a curse the other group has to clean up.
  • NPCs remember every table. A villain one group spared can become another group's patron — or come for both.
  • A villain the party lets walk away is a rival on that run. Promote them and they follow the campaign.
Between sessions

The world answers what the party did.

A killing, a rescue, a legend slain — each one offers you a consequence to confirm. Nothing moves until you say so, and every answer belongs to one town, not to a reputation score.

  • What's next, gathered. When a module closes, the stories the world already holds are in one place: the nemesis, the rivals, the party's companions, the characters' own kin, the people they have met.
  • Bounties and posters. A town that saw the killing puts a price on it, and the wanted poster is drawn from a witness's memory — with one detail wrong.
  • Hooks that point somewhere. Something the party runs across leads to a real place nearby, not a dead end you have to invent a reason for.
  • Who else is in the inn. Two to five people out of the pool, somebody always behind the bar, and what the bar is talking about tonight.
  • Previously on. A recap of everything since the last one, for you to trim and push to your players' journal.
At the table

Everything the session needs, on one screen.

The tool you keep open on a second monitor while you run. No tab hunting, no second speaker app, no initiative tracker on your phone.

A phone held in one hand showing a Game Master Pro player page headed Visible to you only, reading You are the one they are looking for, with a note that dismissing it will destroy it
Your players get a link. They don't get an account. One URL per group, opened on any phone. You decide what is on it; their screen only ever asks what's next. A single player can be handed a private link for something only they see, and one tap on Dismiss clears it from their screen.
The sound board showing scene tiles for beach, thunderstorm, dungeon, forest day, large skirmish, marketplace, tavern, crypt, desert, lighthouse, lava cavern, deserted village, sewer, the great forge and temple interior, each with an effect count
A crypt sounds like a crypt. Scenes you trigger in one click, played through a room you choose — tight, cellar, cavern or cathedral. Your own voice can travel through the same room and out to more than one speaker.
The combat board with a dice bag, an encounter list, a combat log, and a searchable creature library filtered by type, environment and challenge rating
Quick actions, not automatic ones. Initiative, multiattacks, conditions, recharge and round flow — surfaced when you need them, applied when you say so.

You're the game master. This is the assistant.

Game Master Pro speeds up the bookkeeping and never takes the reins. It rolls, tracks and suggests; you decide which rules matter this evening. Run the whole session from it, or ignore it entirely and just use the simulation between games.

Prep that becomes play

The same adventure, a different session.

An adventure is a blueprint — scenes, secrets, forks, fronts that advance while the party is elsewhere, and a dramatic question. Blueprints are world-agnostic. Casting fills their roles with real people and real places out of your world when a run starts.

The Plots and Adventures board: ten plots, each a card headed by a dramatic question — who gets told what they found in the tomb, will the party find out who keeps the record before the record finds its use for them — filtered by story type across dungeon crawls, investigations, infiltrations, intrigue, overland, siege, escort, rescue and hunt
A plot is a question, not an outline. Nine story types, and every card leads with the thing the party will actually be deciding.
An adventure's description blocks: thirty-seven of them, a colour bar of their pacing, and a count reading twelve procedural, nine dramatic, nine bringdown, five gratification, one anticipation, four procedural in a row
Pacing you can see. Every block is typed, and a run is read against its own shape — twelve procedural, nine dramatic, nine bringdown, and a warning when four procedural blocks fall in a row.

Published adventures gain a new cast every time.

The first time you run it, the barkeep is a tiefling with a sordid past. The next time, a charming human — or a doppelganger. Players learn quickly that familiar ground is not the same as safe ground.

It arrives with 44 adventures and three arcs that weave some of them together, so the machine is running before you have written anything. After that the shelf grows with you: write your own, or import the adventures you already own.

STEP 1

Apply a plot

Pick a plot and a run starts, then asks which NPCs, locations and cultures fill its roles.

STEP 2

Cast from the population

Roles are filled by people who already live in your world, with their own ages, professions and histories.

STEP 3

Or cast a combatant

Some roles only need a stat block. Send one straight to the combat board without writing an NPC record.

STEP 4

Run it, and leave it

State is tracked per block, so the board is where you left it when the session picks up next week.

The casting dialog for the role of victim, the coach driver's widowed spouse, offering people who already live in the world — the patron's father and mother first, then everyone else with age, trade and whether they are free
The same dialog on its Combatant tab, offering the creatures from the adventure's own fights — an ogre, gnolls, orcs, the bandit leader, giant ants — to fill the role with a stat block instead
The Add plot dialog listing plots that can be applied to the current campaign
An open scene: the patron is in it and met; the coach driver's widow is not cast yet, rolled with a face, a bearing, a way of speaking, a quirk, a want and something she will not say aloud, with a Cast button beside her
Never break stride to look up a name. Open a scene and who is in it is already in front of you. A walk-on the party has not met yet is rolled with a face, a voice and a secret, and becomes a person in your world only when you cast them.
Make it yours

Your rules, on top of ours.

Every library ships with sensible defaults and expects to be overridden. Your edits are a sparse overlay on the shared row, not a fork — fix the base row and your changes survive it.

Overrides that inherit

Change a creature's stats and only the fields you touched are yours. Edit an attack and its attack list becomes yours. Everything else keeps tracking the shared row.

Your world's peoples

Species, professions, descriptives and lineages are set per world, with wealth and magic-item dials the whole world is read against.

Spells and items too

Spells and magic items inherit the same way creatures do. Write your own, or change only what you need.

Your own creatures

Write a stat block from scratch, or fork nothing and just change the one attack that was wrong.

Six generated coats of arms: a gold helm on green, a gold and black field with a white roundel, a red field with an archer, a green field with a gold spiral, a hound on green, and a blue and white field with a chevron

Arms for every house, guild and burg

Generated from 328 charges across 68 shield templates — or built by hand when the house deserves it. They ride along on the map markers.

Honestly

Things this doesn't do.

Cheaper to say now than to find out later.

Not a VTT

No tokens, no battle grid, no dice roller for your players. If you want a virtual tabletop, keep using the one you have — this sits beside it.

Small shelf

It ships with 44 adventures and three arcs, not a store. Enough to watch the machine run before you have built anything. The rest of the shelf is yours to fill, and adventures you already own can be imported.

Not a writer

It will not write your session for you. There is AI in here — a portrait when you ask for one — but it is an assist inside the tool, not the product. The prose that matters is still yours.

Not a rules engine

It will not enforce a ruling for you. Conditions, recharge and initiative are tracked and suggested. Applying them is your call, every time.

Pricing

One fair price, everything in it.

Every campaign, world and combat feature is in every plan. There are no ads and no higher tier holding back the good part.

Try it free for 30 days, with no card. If it has earned a place at your table by then, pick a plan; if not, walk away. Your worlds are kept either way.

During the beta, a limited number of accounts are free for as long as the beta runs. Once those are taken, new accounts start the trial.

Trial $0 30 days, no card
Monthly $5 per month
Yearly $15 per year
Three years $42 every three years The answer to life, the universe, and your campaign.

I wanted to make this free. But free software is always paid for by someone, and usually it is the few who pay, charged enough to cover everyone who doesn't.

I would rather ask everyone for the bare minimum, and have a smaller group who love it paying that, than overcharge them to carry the rest.

FAQ
Which game systems does it support?

The libraries, stat blocks and combat board are built around 5th edition rules. The world simulation, the NPCs, the plots and the sound board are system-agnostic — plenty of it is useful whatever you run.

Do my players need accounts?

No. You send a link — one for the group, or a private one for a single player. There is nothing to sign up for and nothing to install. They can only see what you have put in front of them.

Can I make a world map in it?

Yes. Map Generation is one of the app's screens: set the era, size, climate, how settled the land is and how thick the trouble lies, and generate. A world built in Azgaar's Fantasy Map Generator can be imported instead, and renders with its markers. Every settlement has a plan, and every dungeon, cave, mine and ruin on the map has a keyed floor.

Does it come with adventures?

44 adventures and three arcs — enough to see the whole machine work on day one without having to learn it first. Beyond that it is tools, not a shelf: write your own, or import the ones you already own.

Is my world private?

Your world, NPCs and adventures are yours. Player links show only what you choose to reveal. Players see the maps their party holds, marked with the places it knows; a place they have not learned is never sent to their device.

What does it cost?

$5 a month, $15 a year, or $42 for three years, after a 30-day trial that needs no card. Every feature is in every plan, and there are no ads. During the beta, a limited number of accounts are free while it lasts.

Get started

Age a region. See who comes out.

Make a world, set the balance, and run two hundred years before you write a single line of prep. Thirty days free, no card.

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