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Visibility and Spoilers

Visibility and Spoilers

LoreLedger includes a visibility system that lets GMs and admins control who can see specific content. This is essential for managing spoilers, keeping GM prep private, and supporting shared-world settings where different tables should not see each other's content.


Overview

Every lore entry, session, and quest has a visibility setting. This controls which members of the organisation can view it. Visibility is enforced on the server — hidden content is never sent to users who should not see it, not merely hidden in the interface.


The four visibility levels

LevelWho can see it
All MembersEveryone in the organisation
Table MembersOnly members of a specific game table
Organisation StaffOnly organisation Owners and Admins
GM OnlyOnly GMs and organisation staff

All Members

The default for lore entries and sessions. Content is visible to every member of the organisation, regardless of which tables they belong to. Use this for general world lore, completed session recaps, and any information that is safe for everyone to see.

Table Members

Content is restricted to members of a specific game table. This is useful in shared-world settings where multiple tables play in the same world but should not see each other's session details or table-specific lore.

  • For lore entries, you choose which table the entry is scoped to when setting visibility to Table Members. If no table is specified, the entry falls back to All Members behaviour.
  • For sessions and quests, the table scope is automatic — they always belong to a specific table.

Organisation Staff

Only organisation Owners and Admins can see this content. Use it for administrative or meta-game information that regular Members and Players should not see.

GM Only

Only GMs and organisation staff can see this content. This is the most restrictive level and is the default for quests. Use it for session prep, future plot hooks, unrevealed story elements, and anything players should not know about yet.


Where visibility applies

Content typeDefault visibilityCan be changed?
Lore entriesAll MembersYes, when creating or editing
SessionsAll MembersYes, when creating or editing
QuestsGM OnlyYes, when creating or editing
CluesInherited from parent questNo (follows quest visibility)
Inventory itemsVisible to all table membersNo separate visibility control

How visibility affects each role

Players

  • See content marked All Members.
  • See content marked Table Members if they are a member of the relevant table.
  • Cannot see content marked Organisation Staff or GM Only.
  • Cannot see unrevealed clues on visible quests.

GMs

  • See all content at their table, including GM Only content.
  • Organisation Owners and Admins (who have implicit GM access to all tables) see everything across all tables.

Organisation Owners and Admins

  • See all content regardless of visibility level.
  • This applies across all tables in the organisation.

Setting visibility

When creating or editing a lore entry, session, or quest, you will see a Visibility dropdown:

  1. Choose the appropriate level from the dropdown.
  2. For lore entries, if you select Table Members, an additional dropdown appears for you to choose which game table the entry is scoped to.
  3. Save the entry.

You can change the visibility of existing content by editing it.


Table-scoped entries

Lore entries belong to a World and are normally visible across all campaigns and tables in that world. When you set a lore entry's visibility to Table Members and choose a specific table, the entry is restricted to members of that table.

This is particularly useful for:

  • Table-specific NPCs or plot hooks that other tables should not know about
  • Lore that has been revealed to one group but not another
  • Table-specific session-related content

If you set visibility to Table Members but do not select a specific table, the entry is treated as All Members — this prevents content from being accidentally hidden from everyone.


Clue reveals

Clues belong to quests and have a separate revealed/unrevealed toggle. This is independent of the quest's visibility:

  • If a quest is visible to players (e.g. All Members or Table Members), players can see the quest itself.
  • But individual clues on that quest are only visible to players if they are marked as revealed.
  • GMs and organisation staff always see all clues, regardless of the revealed status.

This lets you make a quest visible to players while gradually revealing clues as the party discovers them.


Character reveals

In addition to the broad visibility levels, GMs can selectively reveal specific content to individual characters. This is the primary tool for spoiler management in ongoing campaigns.

How reveals work

  • Reveals are additive — they grant a character access to content that would otherwise be hidden by its base visibility level. They never restrict access.
  • A player can see content if their active character at the table has been granted a reveal for it, even if the content is set to GM Only or Organisation Staff.
  • When content is visible only because of a character reveal, a Revealed badge is shown alongside the visibility badge.

Revealing content

GMs can reveal content in three ways:

  1. Single reveal — On any lore entry, session, or quest detail page, GMs see a reveal panel at the bottom. Select a character from the dropdown and click reveal.
  2. Reveal by session — On a session detail page, GMs can select linked entries and quests and reveal them to all characters whose players attended the session (marked as present). This is the most natural post-session workflow.
  3. Bulk reveal — Multiple entities can be revealed to multiple characters at once.

Revoking reveals

GMs can revoke a reveal from the entity's reveal panel. Once revoked, the character loses access (unless the base visibility would still grant it).

Character knowledge page

Each character has a Knowledge page accessible from the character detail view. This page shows all content that has been revealed to the character, grouped by type (lore entries, sessions, quests). It includes:

  • The entity title and a link to the detail page
  • When the reveal was made
  • Which session the reveal was associated with (if applicable)
  • Any GM notes on the reveal

This gives players a clear view of what their character officially knows.

Bulk visibility changes

GMs can change the base visibility of multiple entries, sessions, or quests at once using the bulk visibility change action from entity list pages.


Practical tips

For new GMs

  • Start simple. Use All Members for general lore and completed session recaps. Use GM Only for prep and secrets. You can always adjust later.
  • Quests default to GM Only. Remember to change the visibility when you want players to see a quest.
  • GM notes on sessions are always private. You do not need to set visibility to protect GM notes — they are automatically hidden from players regardless of the session's visibility.

For shared-world settings

  • Use Table Members to keep table-specific content separate when multiple groups play in the same world.
  • Use All Members for shared world lore that all tables should have access to.
  • Use Organisation Staff for meta-game coordination between GMs.

For spoiler management

  • Create lore entries for future events with GM Only visibility, then change to All Members after the reveal.
  • Use unrevealed clues on quests to track what the party has not yet discovered.
  • Check the visibility badge on content — if you see a coloured badge (rather than nothing), it means the content has restricted visibility.
  • Use character reveals for fine-grained spoiler control — keep content at GM Only and reveal it to specific characters as the story unfolds.
  • After each session, use the reveal by session workflow to share linked entries and quests with attendees' characters.
  • Check a character's Knowledge page to review what they have access to before a session.

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