Prepare

DQ GM Mentor

Turn ideas into a workable plan for the next game.

GM Mentor helps you work through a campaign one night at a time. Gather ideas in Story Forge, arrange them into a Story Arc, and keep the action plan close when you run the game. Start with the Demo Game if you would like an example to work from.

What it helps you do

Ideas with somewhere to go

Move Adventure Seeds into Story Boards and the Action Plan, keeping preparation inside the right adventure.

A plan for tonight

Organise nights of play with an opening image, first prompt, important events, and fallback notes.

Advice you can review

Use Talk with Alaric to discuss the current game. Review proposed cards before adding them to your plan.

Players and nights together

Keep the roster and current night connected to the campaign, with calendar and invitation tools where configured.

Learn from the last game

Compare the plan with reviewed Scribe evidence in Night Review, then decide which suggestions belong in the next night.

Story Forge keeps raw ideas, developed story cards, and the action plan together while you prepare the next game.

Getting ready

Begin with the Demo Game to see a prepared campaign, or select your own adventure. Check the adventure name, current night, party roster, and save state before editing. Those choices determine which campaign receives the cards, advice, and later review.

Use Story Forge for developing material, Story Arc for arranging nights of play, and Talk for a focused conversation with Alaric. Adventure Seeds are shared raw ideas across games; Story Boards and the Action Plan belong to the selected adventure. An interesting seed can wait until you decide where it belongs.

How to use DQ GM Mentor

  1. Capture a seed, then give it a job

    Add an idea manually, bring in source material, or develop one with Alaric. Decide whether it offers information, an NPC relationship, exploration, combat, atmosphere, or a choice with consequences. Promote a selected seed to a Story Board when you can explain what it contributes to this adventure.

  2. Develop the card into something you can run

    Open a card to work on its premise, purpose, dependencies, and payoff. In Smart Card Builder, add your notes, choose Shape these notes, and read or edit the proposals before applying the ones you accept. Use Cast, Maps, and Documents to prepare its supporting material. Check Card Readiness and Check Adventure Fit help you review it with Alaric. Save the changes and bring the card into the Action Plan when its prompt and likely consequences are useful at the game.

    From an idea to a game prompt

    “The missing ledger” appears below as a rough idea, a developing scene, and a prepared game prompt. Click its highlighted card to look inside and follow how you add and review information.

    Example cards from the fictional Lantern Harbour adventure.

    Adventure Seeds
    Adventure Seeds with The missing ledger, A bell after midnight, and An ally’s promise saved as rough ideas.

    Keep a rough idea here while you decide whether it belongs in your adventure.

    Enlarge board
  3. Arrange the nights in Story Arc

    Use Generate Nights to organise Action Plan material into the adventure’s night board, then inspect the assignments. The ordinary board uses thirteen nights. Look for clues that must precede a payoff, unresolved obligations, and nights that are too thin or crowded. Move material when the party’s progress changes.

  4. Prepare Tonight’s Game

    Write Must Land, Opening Image, and First Prompt To Players. Add fallback notes for a change of direction and table notes for anything easily forgotten. Prefer an opening question or decision that gets the players involved. The saved plan provides the baseline against which later play can be reviewed.

  5. Use Talk without losing the campaign context

    Discuss a selected night or card with Alaric through text or supported voice. Ask about pacing, clues, alternatives, or a rules interpretation. When advice becomes a proposed card operation, inspect the target and changes before applying it. A useful conversation and a changed campaign plan are separate outcomes.

  6. Invite the group and run the prepared night

    In Adventure Planner, check the dates, local start and end times, timezone, address, selected nights, and recipients. Save the draft and review the Calendar and welcome-email preview before explicitly sending. During play, keep Tonight’s Game or Runtime nearby and allow the players to change the direction.

  7. Review play and accept the next changes

    Import the reviewed Scribe record into the correct night. In Night Review, compare intentions with played evidence, inspect missed or emergent material, and edit suggested consequences. Accept the Story Continuity you want to carry forward. Review nightly experience-award drafts separately; saving, approving, producing documents, and delivery to Character App are distinct steps.

A game example

An ally’s promise becomes next week’s problem

For example, save a seed about an ally who has promised a delivery they cannot make. Develop the scene’s clue and the players’ choices, attach the ally’s NPC record and a letter, then place it in the next night. If the players negotiate instead of investigating, use Scribe evidence in Night Review to record the agreement. Carry that accepted obligation into the next plan instead of treating the original investigation as completed.

What you keep

A usable night plan

Story cards, an opening, priorities, fallback notes, and attached table material in the selected adventure.

Reviewed follow-through

Accepted continuity, next-night proposals, and retained award drafts grounded in the played-session record.

Prepared recap requests

Reviewed recap and publication state. Connected services handle rendering and publishing; a queued video request is not a finished presentation.

How it fits with the other apps

Project illustration of the campaign workflow: prepare in Mentor, record and review with Scribe, and develop supporting NPCs in Forge. The connected-app guides explain the individual handoffs.

Common questions

Does Generate Nights decide what the players must do?

It arranges preparation. After play, material can be completed, missed, deferred, skipped, or replaced by an emergent event. Review what actually happened and change future nights accordingly.

Can I send a recap or experience awards straight from an AI suggestion?

Review the transcript, attendance, proposed scores, and audience first. Approval and actual delivery need their own completed records. Similarly, local letter text does not guarantee that a shareable Google Doc exists, and a video job needs a ready, correctly linked publication result.

Usage guide based on the 7 October 2026 project summary, reviewed 8 October 2026. Examples illustrate possible games. Some connected features require sign-in, GM permissions, or a configured local table.