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The New Guy Doesn't Need Your Wiki. He Needs Three Sentences.

Sixsmith Games·September 3, 2026

    The New Guy Doesn't Need Your Wiki. He Needs Three Sentences.

    A new player is joining your session-twenty-three campaign. Here's the three-part catch-up card that gets them playing instead of reading -- and why it's a different document than your wiki.

    Somebody's joining your table. Great news -- until you remember they're walking into session twenty-three of a campaign that's had three faction wars, two character deaths, and a prophecy nobody's fully explained yet.

    The instinct is to hand them the wiki. All of it. Every NPC, every session recap, every one-page canon log you've been diligently keeping (good for you, by the way). You want them caught up, so you overcorrect and give them everything.

    They will not read it. Nobody has ever finished a campaign wiki assigned as homework. What actually happens: they skim the first page, retain none of it, and spend their first three sessions asking "wait, who's that?" every time an NPC walks into a scene the rest of the table has history with.

    The problem isn't that your notes are bad. It's that "everything that happened" and "what a new player needs before they can play" are two completely different documents, and most GMs only have the first one.

    Three things, not the whole campaign

    New players don't need the history. They need a foothold. That's three things, and it fits on an index card.

    Who they'll actually meet. Not every NPC you've ever named -- the three people their character will run into in the first session, one line each: who they are, what they want, how they feel about the party right now. If the party's on the outs with the Ashguild, say so in one sentence. Don't hand over the faction web that took you four sessions of play to build.

    What's currently at stake. Not the whole plot from session one -- the version of "why are we here" that's true today. If the campaign started as a heist and turned into stopping a civil war, the new player needs the civil war, not the heist.

    A hook connecting their character to it. This is the one GMs skip, and it's the one that matters most. A new player with no personal stake in an ongoing conflict is a tourist. Give their backstory one thread that ties into what's already happening -- a family member on one side of that civil war, a debt to someone the party's already crossed. It doesn't need to be clever. It needs to exist before session one so they're not improvising a reason to care in real time.

    Write it once, reuse it every time

    The good news is you're probably already tracking most of this if you keep any kind of campaign notes -- the NPCs, the factions, the current stakes are already written down somewhere, just buried in six months of session-by-session detail. The catch-up card isn't new research. It's a filtered view of what you already have, cut down to what's true right now instead of everything that was ever true.

    Worth keeping it as its own separate note rather than a section at the top of your session log, because the "right now" version changes. The civil war resolves, a new threat replaces it, and the card needs updating -- but only the card, not the whole wiki. That's a five-minute edit if it lives on its own, and a full rewrite if it's buried inside your running notes. GameMasterCraft keeps NPCs, factions, and session continuity as separate tracked pieces for exactly this reason -- pulling a current-state summary out of ongoing notes is a lot easier when the notes were never one giant undifferentiated document to begin with.

    The actual test

    Here's how you know the card worked: the new player's first question isn't "wait, who's that," it's a real question about what to do next. That's the whole bar. Not full context -- enough context that they're playing their character instead of trying to remember who they're standing next to.

    #GameMasterCraft#tabletop RPG#campaign management#dungeon master tips

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