At the game

DQ GM Runtime

Keep the current game and GM controls close at hand.

DQ GM Runtime is a private GM workspace for the live game. Use a tablet alongside the table computer to follow the current night, manage encounter state, and mark moments worth returning to after play.

What it helps you do

The right night in front of you

Select a Live game from GM Mentor and keep its current night and story cards nearby.

Encounter state

Follow figures, turns, Fatigue, Endurance, and conditions with a card-based GM workflow.

Table commands

Use the configured local Viewer connection for movement, vision, spell requests, and table feedback.

Capture a useful moment

Mark a moment and retrieve a bounded portion of the ongoing recording while the full session continues.

Review an unexpected NPC

Use completed capture evidence to draft an emergent NPC, then explicitly confirm what should go to NPC Forge.

Getting ready

Prepare tonight’s cards in GM Mentor and set the intended adventure to Live. Runtime excludes Planning, Finished, missing, and unknown game states. With one Live game it can select that context directly; with several, check the game selector and saved game date rather than assuming it chose the night you intended.

Before play, connect the trusted local table services, open the prepared Viewer scene, and check recording readiness. Confirm the game, session, focused story card, map, and linked NPCs together. A connected tablet can still show the wrong night if the campaign context has not been maintained.

How to use DQ GM Runtime

  1. Follow the current story in Night Run

    Use the horizontal card carousel to keep the current beat expanded while adjacent cards remain visible. Check the played, current, upcoming, and available labels. Read the focused summary, objective, location, and supporting NPC or handout references. Night Run is a bounded selection for the current session, not an unrestricted campaign archive.

  2. Prepare the encounter cards

    Use the Combat deck’s card for each combatant to follow initiative, turn, Fatigue, Endurance, wounds, and conditions. Check the link between the combatant and the figure on Viewer. Keep private mechanics on the GM surface rather than treating the player relay as another copy of the combat deck.

    Local demo screenshot: keep the current story beat and supporting references in view while running the game.
  3. Make checked table changes

    Use the supported control for the selected figure or existing approved effect. The documented card movement is a bounded grid step, checked against the current scene and turn. If a voice-assisted Fatigue-damage proposal appears, verify the combatant and amount and press Apply deliberately. A spoken name or ambient table conversation is not an instruction to resolve an attack.

  4. Capture an important moment without stopping play

    Press Capture Moment after a useful decision, unexpected bargain, or invented character. The table computer marks the authoritative time and requests the preceding fifteen minutes of audio with the matching GM-camera interval. The full recording continues. Follow the marker and processing status instead of expecting the transcript to appear immediately.

  5. Review an NPC that emerged during play

    Open an explicitly completed capture and inspect the bounded evidence. Review the proposed name, role, and summary, including uncertainty. Confirm only supported material. Where the receiving workflow is enabled, the resulting NPC joins the game’s private Forge retinue and a linked side card is placed after the anchor story card, preserving the main beat.

  6. Keep dice and player requests in their place

    Use supported public dice, character movement, and spell requests with the configured Viewer and player companion. A saved roll and its visible animation are separate from deciding what it means. The GM resolves the attack, spell, or consequence and checks the accepted table change, rather than assuming a submitted request completed the action.

  7. Recover using the retained state

    After a connection problem, refresh the authenticated workspace and inspect the current card, encounter, capture marker, and job status. Reuse the supported retry for the existing operation when available. Do not create a second capture or NPC merely because the first acknowledgment was delayed. Carry reviewed evidence back into the later Scribe and Mentor workflow.

A game example

Keep an unexpected negotiation without losing the encounter

For example, the players persuade a previously unnamed guard to help while an encounter is in progress. Keep the active story card in view and press Capture Moment after the negotiation. Continue running the game while processing completes. Later, check the capture and confirm the guard’s identity and agreement. Save the supported emergent NPC and side card without replacing the main story beat or treating every nearby player suggestion as something the guard promised.

What you keep

Current GM state

The selected Live game, current night, focused cards, and encounter resources on a private operating surface.

Captured evidence and status

Retained markers and bounded processing jobs that can support a later review without interrupting the full recording.

Explicitly accepted changes

Confirmed figure or effect changes and, where enabled, reviewed emergent NPC records with their linked campaign cards.

How it fits with the other apps

Common questions

Why is my adventure not listed?

Check its saved Mentor status and session setup first. Runtime intentionally lists Live games rather than all accessible campaigns. After changing the status, refresh and verify the selected night. A successful connection does not substitute for assigning tonight’s cards.

Does Capture Moment automatically create an NPC?

No. A completed capture supplies evidence for review. The result can be supported, uncertain, or not found, and an evidence-bound confirmation is required before a configured cross-app write. A keyword match alone is not proof that a new NPC was introduced.

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.