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Permissions

Permissions

Updated Oct 25, 2026

3 min read

Permissions decide what another person can do with a piece of content. They answer two questions: who can see it, and who can change it. In a campaign you choose from the campaign's active members. For personal Forge content you choose from your accepted friends.

You usually do not need to touch permissions. GMs have full control, and you share content as you go. When you do change them, the model is small.

The levels

You can give these levels, from most restrictive to most permissive:

  • None: the person cannot see the content at all. It does not appear in their sidebar or search, so they will not know it exists.
  • View: they can read it but not change it. The usual setting for cards you share at the table.
  • Copy: View plus the ability to duplicate or export it. Useful for handouts.
  • Edit: Copy plus the ability to change the content itself.
  • Admin: Edit plus the ability to change who else can see or change it. Keep it for trusted collaborators.

In the editor, press a level to set it. Press the level that is already selected to clear it back to None. You may also see an Owner level on content. It belongs to the person who made the content and cannot be handed out.

Setting permissions on an item

A campaign, board, lane, card, folder and each piece of Forge content can have its own permissions. Open Edit Permissions on the item you want to share, choose a level for each person, then select Save & Apply. Closing the window refreshes The Forge so newly visible or hidden items show up in the tree.

Each row shows where its level comes from:

  • Direct: set on this item for that person.
  • Inherited: taken from the parent, such as the folder it sits in. Turn on Use inherited permission to follow the parent, or choose Keep direct permission to keep your own level.
  • Default: the level that applies to people without their own row.

Applying to nested items

Tick Propagate changes to nested items before you save to push your levels onto everything inside the item. This overrules the levels already set on those items, so use it when you want a clean reset. Without the tick, only the item you opened changes.

Sharing a card does not reveal unrelated cards. Grant access on the item the person needs to use.

Common patterns

  • Standard campaign. Keep prep hidden from players and share individual cards at the table when you reveal them.
  • Shared lore lane. A lane called What we know that the whole party can Edit, so anyone can update it. Cards inside need their own access if the party must open them.
  • Per-player notebook. A card per player that only that player can Edit, with the lane left hidden from everyone else.
  • Co-GM. Make them a Game Master when they need full campaign access. If they should only manage some content, give them Admin on those items instead.

Where to go from here