The Murder

Help

Lost links

If you are a player, ask your Ref

That is the whole answer. They press Rotate on your seat, which takes about four seconds, and your sheet, your journal and every roll you have made come back with the new link. Not Invite: that makes a new seat with nothing in it.

Refs: sign in

A campaign you started while signed in belongs to your account and not to the link. Sign in and it is on your account page, with every other table you run.

Refs with a campaign from before accounts

Those are still filed under the address you typed when you started them, and the link went to that address at the time. Search your inbox for The Murder. That email is the campaign.

Putting a campaign from before accounts on your account

Sign in, with any email address, and open the campaign on its Ref link. Under Attach this campaign to your account, press Email a link to attach it. The link goes to the address the campaign was filed under when it was made; open it while signed in and the campaign moves to your account, its email address becomes your account's, and your own seat and crows come with it. Every link to the campaign keeps working.

If you signed up with that same address, you do not need the link: the campaign attaches by itself once your address is verified and two-factor is on.

No longer have that inbox, or never gave the campaign an address? Press Ask for it in the same place and a person looks at it.

Still nothing? Ask for it again

There is a box on the front page. Put in the address the campaign is filed under and the reply carries what is on it: the link for any campaign that is not on an account, and the names of the ones that are, which you get into by signing in instead.

The answer looks identical whether or not the address is known here, because telling a stranger that somebody runs a campaign is not ours to tell. If nothing turns up, it is the spelling or the spam folder.

What does and does not survive

So use an email address you will still be able to open in a year. It is where a forgotten password goes, and it is where the links to a campaign that is not on an account are sent. Use a work address you might lose, or one you never check, and you lose that way back with it.

Getting in

To play: nothing

A seat is a link. If a Ref has sent you one, open it and you are in. Nothing to sign up for and nothing to install.

To run a table: an account

Starting a campaign needs an account, with the email address verified and two-factor turned on. A Ref link opens every sheet at that table, and that is more than a password on its own should be holding.

Signing up asks for an address, a name to show at the table, and a password. You verify the address from a link in your inbox, then turn two-factor on in Settings. It is free.

Why two-factor is not optional

Because of what owning a campaign is. It opens every sheet and every journal at that table, and those belong to other people who never chose your password. An account with no factor can still play, still hold crows, still use the market and the forum. It cannot own a table.

Set it up with any authenticator app. You get ten recovery codes when you do: save them somewhere that is not the phone the app is on, because a lost phone with no codes cannot be undone from this end without deleting the factor and starting again.

The email to verify an address never arrived

Ask for a new password on the sign-in page, using the same address. Setting a new password verifies the address at the same time, so you do not need the first email at all. There is no separate button to send it again.

If nothing arrives from that either, it is the spelling or the spam folder. An address we cannot reach is an account that cannot own a campaign, so it is worth getting right before you start one.

A seat link is still a key

Nothing stands between a player's link and the sheet behind it, so handing one out is a single message. It also means a link can be lost, pasted into the wrong channel, or left in the history of a laptop you borrowed off someone. Your Ref can replace any of them in about four seconds. If it catches you out, get in touch.

What happened to the reference codes?

Gone. They were how a small alpha kept itself small, and an account does that job without anybody having to ask for one and wait. Nothing asks for a code now, there is nowhere left to type one, and any you still have written down open nothing.

Joining a game

There are two ways in and neither needs anything of you up front.

A seat link. If somebody has sent you one you are already in, and there is nothing to do but open it. It works on its own, with no account, and always will.

An invite link. One link for the whole table, which whoever owns the campaign shares where they like. You pick a name and you get your own seat. Three things they can put on it: a code you type alongside your name, a date it stops working, and a rule that people joining this way have an account here. The page tells you which of those apply before you type anything.

If the page says the link has run out, ask for a new one. Anybody who already joined keeps their seat and their crow.

Inviting people, if you run the table

Three ways, and the first two are the ones to reach for.

The invite link. One per table, in the Ref console. Open it, share it, and under How people join set whatever you want on it: a code, how long it lasts, and whether people coming through it need an account. Reset it any time and the old one stops working at once.

By name. Offer a seat to somebody you are friends with here. It lands on their account page rather than in their email and runs out in fourteen days. No seat is held while it sits there.

A seat link. Make a seat and send its link directly. Useful for somebody who is not going to make an account.

The invite link and its rules belong to whoever owns the campaign, and to anybody they have made a co-owner. They do not belong to whoever is refereeing tonight: handing the Ref role to somebody for an evening hands them the game and not the front door.

Who can see what

Your sheet and your tracker: not secret

The Ref can open anybody's sheet, and does, because somebody has to know how close you all are to dying. The other players see your row on the crows table: your crow's name, your Stamina, your wounds, your Speed, your AD, anything written in your Conditions box, your cruelty, whether you are carrying a light, and the names of any crows you have already lost. Writing is a different question. Only you and the Ref change yours.

Your journal: nobody but you

The delve pages are yours alone. Not the other players, and not the Ref either.

One exception, and it is deliberate: the settlement page bound into your journal is shared with everybody, because a settlement belongs to the whole table rather than to whoever wrote the notes.

Your email address: nobody, ever

Not the Ref, not the other players, not somebody who backs your pack or applies to your game. Nothing anywhere on this site shows one person another person's address. What other people see of you is your handle and the name on your seat, and nothing else.

If you run more than one campaign

You can, and there is no limit on how many. In the Ref console, near the bottom, there is a box marked another campaign: type a name, press Start it, and you get a second campaign with its own link, its own crows and its own everything.

They belong to your account rather than to the links, so all of them are on your games and you hop from one to another there. That page has two lists on it: the ones you own or are a co-owner at first, then the ones you turn up to and play. A campaign you own but have no seat at is still on it, marked no seat here. There is nothing to link to, because a link is a seat and you have not got one at that table, but it is yours and it belongs on the list.

One Ref link is one campaign and reaches no other. If one of yours ends up somewhere public, replace that one; the rest are untouched.

Giving somebody else the run of your table

You can make a player at your table a co-owner. You pick them off your own roster, so it is somebody already sat there who has claimed their seat, and you never have to type anybody's address.

A co-owner does everything you do bar three things: they cannot hand the campaign to somebody else, they cannot name who gets it if you go quiet, and they cannot archive or bin it. A deputy, in other words, and not a second person who can give your game away. You can take the grant back whenever you like.

It is not the same as lending somebody the Ref role for a night. That is a job at the table and it moves with the seat; this is about who the campaign belongs to.

A link posted somewhere it should not have been

Replace it: the old one dies immediately. In the Ref console every seat has a Rotate button, and that includes your own. Press it and that link stops working for everybody, including whoever copied it, and you get a fresh one in its place.

You lose nothing by it. The sheet, the journal, the rolls and the crow all stay exactly where they are. Tell your players to use the new link, and if it was a player's link you rotated, send them theirs.

Do it as soon as you notice. A link is a key, and anybody holding it can do everything you can.

The invite link is the other one to think about. It is not a key to anything that exists yet, but anybody holding it can make themselves a seat at your table. Reset join link in the Ref console kills the old one immediately; Turn off stops anybody joining at all and keeps the link for when you want it back. Neither touches anybody already seated.

Your crows, and moving one

A crow lives at a table, and belongs to you

If you had an account when you claimed your seat, the crow sitting in it is yours: it is on your account page with every other one, and it stays yours if you claim a seat at somebody else's table tomorrow.

A crow does not move between tables. It was rolled up at one table, its sheet and its journal and every roll it has made belong to that table, and taking it somewhere else would mean taking that history off it. What moves is who owns it, which is the next question.

Handing a crow to somebody else

There is a Hand it on control on the crow. It emails a link to your own address, for you to forward to the person taking the crow over; they open it while signed in. The crow then hangs off their account instead of yours, at the same seat, with the sheet, the journal and the rolls untouched. The table gets a line in its history saying it happened. If the mail cannot be sent at that moment, the control says so and nothing is made.

You can take it back. While a link is out, the crow on your account page carries Take it back. Press it and the link stops working for everybody, including whoever you sent it to. Do it as soon as you notice: until you do, it works for seven days for anyone holding it.

Two things it cannot do. It cannot unsend the email. If you forwarded it to the wrong person, that message is still in their inbox, it just no longer opens anything. And somebody who opens a link you took back is told it is spent or expired rather than that you withdrew it, which is the same thing they are told about a link that was used or ran out. That is deliberate: one sentence that is always true beats a more precise one that sometimes is not.

There is still no decline. If you send one to the right person and they would rather not, the link goes unspent and expires after seven days.

What happens to a crow when a table goes

Two of these will surprise somebody, so they are written down plainly rather than left to be found out.

If a crow matters to you, take a copy. There is an export on every sheet and it does not need anybody's permission.

Your account

Two names, and they do different jobs

The name on your seat is what the table sees: your Ref typed it, or you did when you claimed the seat, and it can be anything. Your handle is what the rest of the site sees: the market, the forum, Looking for game. One handle, one account, and it is how somebody adds you as a friend.

Changing your password

There is a Password panel in Settings. It asks for the password you have now as well as the new one, because a browser that is already signed in is not proof of who is holding it: a laptop somebody borrowed for an evening should not be a permanent way in.

Changing it signs out every other device and leaves the one you did it on. If you cannot remember the current one, ask for a new password on the sign-in page instead; that route goes through your inbox and does the same thing to your other devices.

Signed-in devices

Settings has a Sign out everywhere button. It ends every other session and leaves the one you are on. A session that has not been used for thirty days stops working by itself, and all of them go after ninety.

What it does not do yet is show you the list. The sessions are there and the button ends them; there is no screen that names them. This used to say otherwise, which was wrong.

Take a copy of everything

Take a copy in Settings hands you one file with: your profile, every handle you have held, every crow you own with its sheet and its journal pages, the name, dates and settings of every campaign you own, your own lines of chat, your own forum posts, your listings and the applications you sent, the packs you published with their versions, and every page you have earned and spent. It says inside it what it leaves out, so you can check it rather than take it on trust.

It carries no links and no seat tokens, deliberately: a seat token is a seat, and a file people forward should not be a key.

You can take a copy while you are banned. A ban is about what somebody did to other people; it is not a reason to keep somebody's own things from them.

Closing your account

Close your account is on the same panel and it cannot be undone. Take a copy first if you want one.

What it takes: your address, your password, your factor, your codes, your sessions, your handle, and every crow that was only yours. What it leaves, and why:

Handles, and who can find you

Nobody can search for you

There is no directory and nothing to browse. Finding somebody means typing their handle exactly, which means having got it from them.

And the answer when it does not work is the same answer three times over: a handle nobody holds, a handle whose holder has blocked you, and a handle on an account that has stopped all come back identical: same words, same length, same speed. Any difference between them would be this door telling you something about somebody who did not choose to tell you.

Friends

Adding somebody is an invitation they accept or ignore. What it changes is small on purpose: it is a shortcut for the things you would otherwise be typing a handle into, not a feed and not a status.

Your handle on other people's screens

Wherever your handle appears, it is because you put something there: a pack you published, a post you wrote, a listing you posted, a line you said at a table. Nothing else about you travels with it.

Chat at a table

One room per campaign

Everybody at the table, and nobody else. It is grouped by day, shows the last five hundred lines of the day you are looking at, and Load earlier walks back through the rest.

What the Ref can do

Remove any line. It goes for everybody the moment they do, and it leaves a gap saying Removed rather than closing up, because a conversation with the replies cut out reads as nonsense.

Lines are kept a year

Then they go, whether or not anybody removed them. Binning a campaign takes its chat with it.

Gaps

You will sometimes see a line that just says Not shown. That means the person who said it is somebody you will not be shown: you blocked them, they blocked you, or the account has stopped. The gap looks identical in all three cases, on purpose: which one it is would tell you something that is not yours to know.

Your library, and the card creator

What it is

A library that belongs to you rather than to any one table. Cards, creatures, encounters, sets and roll tables. Things you write once and use at whichever game you turn up to, and they stay yours if you stop playing at a table or start at a new one.

There is a ceiling per kind, which nobody has come near: 120 cards, 60 creatures, 60 roll tables, 40 encounters and 40 sets.

Who can see a thing in it

Three answers, and you pick one per thing.

Only public and friends things turn up when somebody is looking. Changing a thing to private takes it out of that straight away, and does not touch copies anybody already took.

The card creator, signed in

Open the card creator with an account and Save to your library keeps the card you have made, and the ones already there are in a list to load and edit. No exporting a file and importing it somewhere else to keep a card.

Creature cards

Switch the card creator to A creature card. A creature has its numbers, other movement such as climb or swim, expertises and equipment, an attack table with the three result bands, and features. A feature can have uses, one a rest for example, and the printed card has a box for each one. Notes for the Ref print last, in smaller type.

If you have the statblock as text, open Paste a statblock and read it into the form. It fills what it can read and puts anything it could not place under What the crows see, so check the numbers against your copy.

At the table the same editor is in the Bestiary: Edit on a card, or Write one in the editor. In a fight, a feature with uses has a button on each creature; press it when that one uses it. Nothing refills it at a rest. Press it again past the last use to start it at none.

Signed out it works exactly as it always has: type a card, print it or save the picture, and nothing is kept anywhere. That has not changed and is not going to.

How things arrive in it

You write them, in the card creator or on your account page. You take a copy of somebody’s pack from the market, and it arrives as yours to change. Or you lift something out of a campaign you run, which leaves the campaign’s own copy where it is.

A copy is a copy. Editing yours does not touch theirs, and them editing theirs does not touch yours.

The market, packs and pages

What a pack is

A bundle of the things you have typed into your library (cards, creatures, encounters, roll tables and sets) as one file somebody else can load into their own campaign. You can hold twenty of them, with up to fifty versions each and sixty things in each.

Publishing one

A published pack is public writing with your handle on it. Anybody can browse the market without an account at all, because a market nobody can look at before signing up is a market nobody signs up for.

You can unpublish. What you cannot do is unpublish the copies: anybody who took your pack has their own copy in their own library, and it stays theirs.

Whose work it has to be

What you publish has to be yours to publish. Typing MCDM’s playtest material onto cards for your own table is what this app is for. Putting it in the market is not, and neither is a reworded version of it.

Publishing somebody else’s work costs the account its publishing, permanently, and can cost the account. That is the one rule here with a consequence that size, so it is worth reading twice. It is not aimed at homage, or at a monster that plays a bit like one of theirs. It is aimed at lifting the book.

Saying how yours may be used

When you publish you can pick a licence from a short list, or write your own terms in your own words, or both. Nothing here checks your terms or enforces them: this app is not a court, and the line you write is shown whole rather than squashed into a badge.

Whichever you do, the terms are shown whole on the pack and on its own page, and the market can be narrowed to the licence you picked. Writing your own is a real answer rather than a missing one: it is on the filter too, so somebody can go looking for work whose terms are the publisher’s own words.

Finding something in the market

Search over names and blurbs, and filters for what kind of thing is in a pack, which tiers it covers and how it is licensed. Every word you type has to land, though not in the same field.

A pack’s name opens its own page, which lists what is actually in it and every version it has had. Before that the only way to find out whether a bestiary had the creature you needed was to take a copy and look.

Pages, and backing something

Pages are earned by playing: one a week for each table you play at, up to three tables a week. You can hold twelve at a time, and unspent ones fade (half of what you are holding, roughly every three months), so a stash drains and somebody who plays regularly always has a few.

What counts: a table counts in a week when three people with established accounts were at it that week: they rolled dice there, or ran its Dungeon Turn. Road, town and dungeon evenings all count. An established account has a verified address, is at least fourteen days old, and is not barred from signing in. An account made in the first week after pages were introduced counts from the start. Seats with no account behind them do not count, so a table where nobody has signed up earns nothing. The week runs Monday to Sunday, UTC.

Who is paid: everybody with an account who was at the table that week, one page each, the Ref included. Someone who joins on the Saturday is paid on their first roll. A new or unverified account is paid too, and can spend once its address is verified. Accounts that are disabled or barred from signing in earn nothing.

Making: when five different people with established accounts have taken a pack of yours into their library, you get one page for it. Once per pack.

How you know: when a table counts for the week, a line in the dice log says so. Your account page shows what you hold, how many tables have paid you this week, what you have earned in all, and the packs you have a page on. The market shows what you hold at the top. A page earned while you already hold twelve is not kept, though it still counts in your total.

They cannot be bought and they cannot be traded. The moment money buys one, this is paid promotion on fan content.

Backing a pack costs one page. One page per person per thing, and that single rule does all the anti-fraud work: a score of forty means forty different accounts, each with a verified address behind it. There is no marking down, so review-bombing has no mechanism rather than a policy.

You have a week to change your mind and get the page back, from the pack or from your account page. After that it stays where you put it. A page goes on a pack once: one you took back cannot be backed again, and you cannot back your own.

A pack shows how many people have backed it. The market can sort by that two ways. Most backed lately counts each backing fully once its week is over and half as much six months later, so it shows what people are backing now. Most backed of all time counts every backing that was not taken back.

Pack of the week is the pack backed by the most different people in one week, Monday to Sunday UTC, with at least three. It is decided once those backings can no longer be taken back, so it names a week about a fortnight ago. A publisher can have it once in four weeks. It is a mark on the pack and in the market, and it earns no pages.

If a pack is reported

Two people reporting the same thing inside a day stops new copies of it being taken for forty-eight hours while it is looked at. Nothing else moves. The pack stays in the market, it can still be read and backed, every copy already taken is untouched, and you are not told. That is deliberately short and deliberately narrow: two strangers agreeing should cost a publisher new copies for an afternoon, not their page for however long the queue is.

A pack taken down is gone from the market. You can take a backing back within seven days of placing it: from the pack, or from your account page, which still lists it if the pack has left the market. After seven days the page stays where you put it, whatever happens to the pack.

The forum

Boards, threads and replies

Public writing with your handle on it. Posting needs an account with its email address verified; reading needs an account.

Finding something again

The search box at the top of the forum looks in thread titles and in the posts themselves, across every board. Every word has to land, though not in the same place: goblin trap finds a thread called Goblins with a trap in the ninth reply. Set it to titles only when you half remember what something was called.

Two people searching the same word can get different answers. A post by somebody you cannot see is not searched, so a thread whose only match is one of those does not appear for you. Its title still does, because a title belongs to the conversation.

Lately, and the kinds on a thread

Lately at the top of the forum is every board in one list, newest activity first. Four quiet boards look deader than the same threads on one page, which is all that list is for.

Three of the boards sort threads by kind, and the kind is on the row so a board can be read at a glance. Homebrew takes Pack, Question and Feedback; Rules talk takes Question and Discussion; The app takes Bug, Request and Question. Everything else takes none, because a board for things that fit nowhere cannot have a list. Picking one is optional and it is set when the thread starts.

Marking what answered a question

If you started a thread and gave it the Question kind, each reply has a This answered it button. Tick one and the thread says answered everywhere it appears, including in search results, so somebody scanning half a dozen hits can open the one that got sorted out. Tick a different reply to move it, or press Not the answer to take it off.

Only whoever asked can mark it. Nobody else, and not the desk: which reply is right about the rules is not a moderator’s decision. If a marked reply is later removed, the thread still says answered and the reply reads as a gap, which is what happened to it.

Nothing expires

A post nobody removed is kept. There is no clock on the forum: it is a record of conversations people had, and quietly deleting old ones would make every thread older than the clock unreadable.

If a post comes down

Whether you removed it or a moderator did, it stops being readable by anybody but the desk, and it is deleted for good ninety days later. Those ninety days are so that somebody arguing they were wrongly moderated has something to argue about.

Looking for game

What a listing says

What you wrote, the day of the week and the local time you play, your timezone, whether it is online or in person, and a region if it is in person. Every field is optional except enough to know when you play.

It never takes an address and it never names a campaign. A region is as precise as this page gets, and that is a rule rather than a default: this is a page where strangers read where you are.

The day and time are stored as a weekday and a clock time in your timezone, not as a moment. So a listing that says Thursday evening says Thursday evening for ever, rather than drifting an hour when the clocks change.

Your account has to be a week old

Seven days before you can post a listing. It is the cheapest thing that makes a throwaway account cost something.

How long a listing lasts

Shown for twenty-one days from when you last renewed it, then it stops being shown, then the whole row is deleted thirty days after that. Closing it yourself starts the same thirty days.

Applying, and being applied to

You send a note. The person who posted the listing is shown your handle and your note, and nothing else about you at all. They accept or refuse, and either way your application is deleted thirty days after you sent it, answered or not.

If somebody is a problem

Blocking

Blocking somebody takes them off your screens and takes you off theirs. You will not see their posts, their listings or their lines in a chat you share, and they will not see yours.

A block does not hide published work. A pack somebody published stays in the market, with their handle on it, whether or not either of you has blocked the other. That is deliberate: the market is public and a pack anybody can already read is not made unread by a block. It is written here because somebody who blocks a person and then sees their pack will otherwise reasonably think the block failed.

It is returnable. You can take a block off again. It is there so people can get away from each other, not so it can be used as a punishment somebody cannot undo.

Neither of you is told. Wherever a person can be hidden at all, a blocked person and somebody whose account has stopped look identical, and that is checked door by door rather than assumed. The one thing a block must never do is tell the blocked person they were blocked.

It is not perfect, and here is the edge of it. Because the market names publishers and does not honour blocks, somebody who has your handle can compare what the market says about you against what a direct look-up says, and work out that you blocked them. Closing that means either a market that hides published work or a market that stops naming who made it, and neither is clearly right. It is written down here rather than left to be discovered.

Reporting

There is a Report control on anything a person wrote: a pack, a post, a listing, a line of chat. You pick a reason, you can add what you like, and it arrives with a copy of the thing as it was when you reported it, so editing it afterwards changes nothing.

The person you reported is not told that you reported them.

A report is kept twelve months after it is closed, or twelve months after you filed it if it is never closed. You can ask for one to be deleted sooner.

What can be done

Remove the thing, take a pack out of the market, or stop an account, from one surface (posting, say) up to the whole site. Reports are read by hand, within a few days. A pack reported by two different people is held for forty-eight hours while that happens.

If it is your account that gets stopped

You will be told. Sign in with the right password and the page says the account has been banned, and gives the date it runs out if there is one. It used to say "that email address or password is wrong", which sent people round the houses resetting a password that was fine.

A wrong password still says the ordinary thing, because otherwise anybody who had your address could read your account's standing off a form without knowing anything else about you.

Not every ban shuts the whole site. Most of them name one thing: posting, or chat, or publishing, or inviting people to a table. If yours is one of those you sign in as normal and the one door says no.

If the whole account is stopped, signing in takes you to a page that still has your block list, a copy of everything that is yours, and closing the account. Those keep working for as long as the ban stands. For anything else, ask in the Crows TTRPG channel on Discord.

What is kept

The short version

What you typed, and what you need to sign in. Nothing about your device, nothing about where you are, and nothing at all from anywhere else: no advertising, no analytics, no third-party scripts, and no fonts off somebody else's server.

There is a fuller answer with every clock on it at the privacy page, published out of the code that runs it rather than typed alongside.

On the server

The campaign name and the nicknames you type in, everything on your sheets and your tracker, everything in your journal, every roll with the time it happened, and the Ref's clock, rests and deaths, including any pictures you paste into the journal. Whatever the Ref types in as well: their roll tables, their settlements, the item cards they hand round. The road too: which day you are on, both encounter numbers, who took which role on which day, and the Ref's own words for every nudge they gave a number.

And, if you have been about the rest of the site: your handle, your friends, what you said in a table's chat, your packs and their versions, which packs you have backed, your posts and any pictures on them, the maps in your library, your listings and your applications.

Your account, if you have one

Your email address, the name you chose to show at the table, and your password kept as a hash rather than as the password. Once two-factor is on, the secret behind it and whichever recovery codes you have not spent. A row for each device you are signed in on, which is what lets you sign the others out.

And a line for every sign-in and every failed one: the time, what happened, and the network address it came from with the last part zeroed, which is how somebody grinding at your password shows up. The address comes off those lines after a month and the lines go after three.

Your email address, if you have no account

A campaign started before accounts is still filed under the address typed at the time. It sends your own link back to you when you lose it, nobody at your table is shown it, and it goes when the campaign does. It is also sent one email when accounts open, saying how to put the campaign on an account, and nothing after that.

Joining somebody else's campaign asks for no address at all. If a Ref sent you a seat link, nothing about you is held here at all.

On your device

A few display preferences, and the links to seats you have opened on that device, which the browser keeps on its own without asking so a closed tab is not a lost campaign. None of it is sent anywhere. Clear your browsing data and it is gone.

The five numbers that are counted

On the card creator: how many people have opened it, and how many cards have been made, printed, saved as pictures or taken away. Each one is a single number that goes up by one, with nothing attached to it, so they cannot say who you are or whether two of them were the same person.

When something goes wrong

Mid-session, keep playing

Export your sheets to PDF, carry on with paper, roll real dice. Crows was written to be played that way and it works perfectly well. The shared log is a convenience and there is not one rule in the game that depends on it, so whatever else happens, do not let this thing cost you an evening.

Then report it

There is a Something's wrong link at the bottom of your seat page. Type what happened and send it. The version you were running goes with it automatically, so it does not have to be asked for.

No address needed. If you want an answer back, put yours in the message. Those are kept six months and then deleted, read or not.

How to get in touch

The Crows TTRPG channel in the TeaPK Adventures Discord: discord.gg/TT87dYbPFH. An answer usually takes a day or two. Bug reports are better through the Something's wrong button, because that carries the version you were on.

Found a problem with the game rather than the app?

That one goes to MCDM, through their own playtest survey, which is the only place they take feedback. This site is unofficial, and nothing sent here reaches them.

Getting rid of it

A campaign nobody opens

A campaign nobody opens for a year goes read-only, and is deleted six months after that. So eighteen months of silence, end to end, and two chances to stop it.

You are warned first, at about eleven months, at the address the table is filed under. Opening the table is all it takes: that resets the clock and stops the warnings.

Read-only means exactly that and nothing worse. Every sheet still opens, every journal page is still there, every roll still verifies, and nothing new can be written. One press brings it back. If it goes read-only and you notice six weeks later, you have lost nothing.

If you would rather let it go but keep what you wrote, the warning carries a link to every card at that table as a file you can load into another one.

A table with no address on file is never deleted. There is nowhere to send the warning, and nothing is deleted unwarned. It can still go read-only, because that is one press to undo, and it will not go further than that.

If yours has no address on it, the seat panel will say so, and you can put one on. Know what that does and does not do first: it gives the warnings somewhere to go, and it is not what puts the table on your account. A filing that has changed is reviewed at the desk rather than attaching by itself. The control that attaches it is Ask for this campaign, in the same panel, once you are signed in.

Archiving one on purpose

Different thing, same state, opposite meaning. Archive on your own campaign puts it beyond writing and keeps it: no clock, no deletion, nothing expires. Use it for a campaign that has finished. One press brings it back if you start again.

Binning one on purpose

The person who started it can bin it: open the seat panel on the Ref link and choose Bin this table. It asks for the table's name first, because it cannot be undone. A campaign that belongs to an account also wants you signed in as that account, so a Ref link out of somebody's screenshot cannot end a table.

Binning means binning. It is not the archive with extra steps and there is no six-month grace on it: you asked for the thing to go, so it goes. That includes other people's crows at that table, which is the part worth pausing on.

Backups

Anything deleted hangs about in the backups: a fortnight on the server itself, and up to a year in the encrypted copies kept off it. Then it is gone from those too.

Before you rely on it

This is free and it is an early alpha. Keep your own copy of anything you would not want to lose.

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