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

The grievance crosses into a second family. Enmity is inherited at a funeral, not assigned at random.
Crime, scandal, injury and curse each run on their own rules and leave their own marks.
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.
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.


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.

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.
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.

- 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.




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.

- 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.
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.
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.



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.
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.


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.
Apply a plot
Pick a plot and a run starts, then asks which NPCs, locations and cultures fill its roles.
Cast from the population
Roles are filled by people who already live in your world, with their own ages, professions and histories.
Or cast a combatant
Some roles only need a stat block. Send one straight to the combat board without writing an NPC record.
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.




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.
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.
Things this doesn't do.
Cheaper to say now than to find out later.
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.
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.
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.
It will not enforce a ruling for you. Conditions, recharge and initiative are tracked and suggested. Applying them is your call, every time.
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.
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.
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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