Myth-Weavers Help

Game Master's Guide

Running a game on Myth-Weavers covers a lot of surface: creation, settings, forums, members, recruitment, visibility, calendars, integrations, archiving, the rest. This guide walks the full GM lifecycle. Use the table of contents to jump; not every section will matter on day one.

Creating a game

Create Game in the Games section (or the navigation menu) opens the creation form:

Submit, and you land on your new game's home page.

Game settings

Game settings are editable anytime from the game's settings panel — every creation field plus:

Game visibility

The visibility setting controls who can see and access the game:

Setting Who can see Who can join Who can post
Public Anyone Anyone Anyone
Open Anyone Anyone Members only
Read Only Anyone Invite only Members only
Closed (default) Anyone (listed) Invite/application Members only
Private Members only Invite only Members only

Most campaigns run as Closed — listed in the directory so prospective players find you, but joining is gated by application or invite. Private is the right choice for a campaign where even the existence shouldn't be public knowledge (one-shots with close friends, sensitive content, etc.).

Forum management

Creating forums

New Forum inside a game adds a forum. Name, description, default visibility. Make as many as you need — common patterns include one per location, one per faction, one per character's solo storyline, plus the always-useful Announcements / OOC / Characters baseline.

Reordering forums

Reorder opens a drag-and-drop interface. The display order is what players see on the game's Forums tab.

Forum access controls

Each forum has its own visibility settings, independent of the game's overall visibility. Common patterns:

The Visibility Dashboard (below) is a good place to audit forum visibility settings periodically — especially after restructuring.

Topic management

Standard GM levers on individual topics:

Pinning

Pin important topics to the top of their forum — rules references, character rosters, table-wide announcements. Pinned topics always render above unpinned ones.

Locking

Lock prevents new posts. Locked topics stay readable. Useful for completed story arcs, finalized character sheets, or the inevitable "this is now the wrong topic, please move the conversation to X" moment.

Default post types

Set a forum's default post type (IC, OOC, or Normal) so players don't have to toggle it on every post. The IC forum stays IC, the OOC forum stays OOC, less friction.

Topic visibility

Override the forum default at the topic level — a GM-only topic in a player-visible forum, a player-pair-only topic for a side conversation, etc. The topic's visibility takes precedence over the forum's.

Posting deadlines

Posting Deadlines on a topic show a countdown widget to everyone in the topic and surface overdue players in the GM's status panel. Useful for keeping pace, signaling absences, structuring pre-game ramp-up. See Forums and Posting for the full deadline guide, including the player-side view.

Bulk topic actions

Selection Mode lets you apply the same action across multiple topics at once:

  1. Open the forum's manage menu (dropdown next to the forum title).
  2. Choose Select Topics. Checkboxes appear on every topic; a selection toolbar appears at the top.
  3. Tick the topics you want. All / None quick-selects in the toolbar.
  4. Click the bulk action: Lock / Unlock, Pin / Unpin, Move (to a different forum — see below for cross-game), or Delete (soft-delete; recoverable from the Recycle Bin).

The Move destination can be a forum in the same game or in a different game you also GM (cross-game move).

Under the hood: cross-game topic move

Moving a topic to a different game is supported, but with two constraints:

  • You must be a GM (or assistant GM) of both the source and destination games. Single-game GM permission is insufficient. Community moderators can move across any pair.
  • Role-restricted permissions reset on cross-game move. Topic-level access controls that referenced roles in the source game (e.g., "GM-only," "assistant-only") revert to game-members-level access in the destination, because roles are scoped per-game and don't carry across. Whisper and private-block audiences inside individual posts pin to the user IDs they originally referenced, so audience semantics survive — but you may need to re-set topic-level visibility after the move.

Useful for porting setting content (lore topics, character resources, NPC reference threads) between related games — a sequel campaign, a parallel table running the same world, a clone you're prepping. Less useful as a routine action; if you find yourself moving topics across games often, consider whether the content belongs in a shared Pages or Blog resource that both games link to instead.

  1. Cancel exits Selection Mode without applying anything.

A similar selection mode exists at the post level within a topic — useful for merging several short replies into one consolidated post. Select Posts from the topic's manage menu.

Converting a topic to a Page

A topic that's really reference material — house rules, a lore dump, an NPC roster — can become a Page resource via Convert to Page in the topic's Manage menu. The page inherits the topic's title and content, is scoped to your game (it shows up on the Resources tab), and the original topic is moved to the Recycle Bin (recoverable). Any attached files come along.

A topic with whispered/GM-only posts, or with inline private blocks, can't be converted — that hidden content would be exposed on the page, so clear it first.

Recycle Bin

Every game has a Recycle Bin holding soft-deleted forums, topics, and posts. From the game's manage menu, the Recycle Bin shows what was deleted, who deleted it, when, and offers Restore for anything you want back. Hard-deletion (permanent removal) is a separate action available only to community moderators.

Member management

Inviting players

Invite on the game page opens a user search. Pick by username; they receive a notification with the invitation and can accept or decline.

Member roles

Each member has a role that determines permissions:

Role changes happen on the Members tab — dropdown next to each member's name.

Removing members

Remove a member from the game when needed. For closed/private games this revokes their access; their existing posts remain (they're part of the game's history). For public/open games the member leaves but can theoretically rejoin unless you also adjust visibility.

Announcements

The Announcements tab on a game page is where GMs publish important notices visible to all members — game-on-hiatus notes, schedule changes, "we're recruiting again," anything you want to surface above the regular flow of posts.

Creating an announcement

Announcements → New Announcement opens the editor:

Active announcements render as banners on the game home for all members. Members with the announcement dismissed (if dismissible) don't see it again unless you edit and republish.

Statuses

Announcements appear in the management list as:

Edit any announcement to adjust content, scheduling, or color variant. Delete to remove permanently.

Visibility Dashboard

The Visibility Dashboard is the audit-and-edit surface for visibility settings across your game. Two tabs:

For each row, an Edit button opens a per-item modal where you can change visibility (public / open / members / role-restricted / specific users). An Add Access Rule action attaches an additional role or user grant to a forum or topic (useful for "this topic is GM-only plus the assistant GM").

Why it's per-item, not bulk

There's no multi-select for batch visibility changes — each forum or topic gets edited individually. The dashboard's value is the inventory + jump-to-edit, not bulk apply. If you find yourself making the same visibility change across many topics, that's usually a sign the topics should live under a forum with that visibility as the default instead.

Worth a look periodically — after a restructure, before sensitive content goes up, or when adding a new player to a game with many fine-grained restrictions.

Recruitment

The full recruitment system has its own guide: Recruitment & Application Process covers ad creation, the lifecycle (draft → scheduled → active → grace → closed), the Applications tab, and the player-side flow.

A quick orientation here:

Characters in your game

GMs and players both link characters from the Characters tab. Linking adds the character to the game's roster and makes it postable. See Characters, Resources, and Maps for sheet linking and posting-as-character mechanics.

Resources

The Resources tab connects Pages (wiki content), Blogs (journals), Maps (interactive canvases), Downloads (file resources), and Campaign Calendars to your game.

Link Resource from the Resources tab adds an existing resource to your game. The underlying content stays independent (a Page can be linked to multiple games); linking just surfaces it on this game's Resources tab.

GMs add and remove resource links anytime. Removing a link doesn't delete the resource itself.

Game calendar & events

The Calendar tab is your game's event scheduler — sessions, in-game deadlines, milestone dates. Game events are visible to all members and surface in their personal calendar view as well.

See Calendar, Events, and Notifications for the full feature: recurring events, ICS feed export, notification tuning.

Game cloning

Clone copies a game's settings and forum structure into a fresh game — without posts or members. Useful for:

Clone from the game actions menu.

Game lifecycle

A game's Status is one of four values, set from the game actions menu (Archive, Unarchive, or Change Status):

Status Posting Recruitment Visibility Use when
Active Open Available Normal listings Normal play.
Paused Open Available Marked "paused" Temporary slowdown — players are taking a few weeks off, holidays, GM travel. Cosmetic signal; the game still accepts posts.
Completed Open n/a Marked "completed" The campaign reached its end. Posts and edits still allowed (epilogues, retrospectives, "let me clean up that one bit"); the badge signals the story is done.
Archived Read-only Auto-closed Hidden from active listings Long-term shelving. New posts blocked, active advertisements auto-close, pending applications auto-reject, the Calendar and Recruitment tabs disappear from the game's nav.

Paused and Completed are cosmetic — they're visual badges, not enforcement states. Archive is the only status that locks posting; everything else stays writable.

Status changes notify all game members so the table knows the state shifted. Unarchive (or any other status flip from Archived) re-opens posting and brings the game back into active listings.

[GM]

When to archive vs leave Active: archive when the game is genuinely shelved — players have moved on, you don't expect new posts for months, and you want to stop accepting new applications. Leave it Active for the case where the game is "dead but I can't bring myself to admit it" — Active works fine, and rejoining is one click for everyone if the table comes back.

When to use Paused vs Completed: Paused implies "we're coming back"; Completed implies "the story is told." Both keep the game open for writing — the badge is a signal to your members and to anyone browsing.

Ownership transfer

If you need to hand off GM duties, Transfer Ownership from the game actions menu searches for a target user, confirms, and reassigns. The new owner becomes the primary GM; you're reassigned to a Player role (or whichever role you prefer; you can adjust afterward).

Use cases: someone IRL is taking over, you're stepping back from GMing but want to stay as a player, the campaign is being handed off to a co-GM.

Integrations

Myth-Weavers supports external integrations to bridge your game with other platforms. Integrations are a supporter-tier feature; see Account Settings for tier details.

Discord

Connect a Discord webhook so new posts, applications, and other game events ping a Discord channel. Useful for keeping a Discord server up to date on a game running here, or for nudging players who live in Discord notifications.

Bluesky

Connect to Bluesky to share game updates and announcements with your Bluesky followers. Recruiting? A Bluesky announcement broadens the audience past the site's directory.

Setting up an integration

  1. Game Settings → Integrations (or the Integrations link on the game page).
  2. Add Integration and pick the platform.
  3. Provide the credentials (Discord webhook URL, Bluesky handle, etc.).
  4. Configure which events trigger notifications.
  5. Check the integration log to verify everything's flowing.
Under the hood: webhook reliability

Integrations fire asynchronously after the triggering event commits. A flaky Discord webhook URL won't slow down posting; the worst case is the integration fails silently in the background. The integration log surfaces failures — check it if you notice missing notifications.

Next steps