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Permissions

Permissions

更新日 2026/05/21

4 分で読める

更新済み 2026/05/21

Permissions decide what each player in a campaign can do with each piece of content. They live on boards, lanes, and cards, and they answer two questions: who can see it, and who can change it.

The default for a new campaign is sensible: the GM has full control, players can see their own characters and whatever the GM has shared. You usually do not need to touch permissions at all. When you do, the model is small.

The five levels

Every permission you set is one of these five levels, from most restrictive to most permissive:

  • None: the player cannot see this at all. It does not appear in their sidebar, their search, or anywhere else. Use this when 'hidden' is the right answer; players will not know it exists.
  • View: the player can read it but cannot change it. The most common setting for cards a GM has shared at the table.
  • Copy: View plus the ability to duplicate or export. Useful for handouts the player might want their own copy of (a custom spell list, a map fragment for their notes).
  • Edit: Copy plus the ability to change the content itself. Hand this out when a player owns the prep, such as their character backstory card, a shared travelogue, or a collaboratively-built faction sheet.
  • Admin: Edit plus the ability to change who else can see or change it. Reserve this for co-GMs and trusted collaborators. Admin on a board cascades: they get Admin on every lane and card inside.

How inheritance works

Permissions flow downward through the layers. The default is whatever is set at the level above:

  • Campaign sets the default for every board, lane, and card inside it.
  • Board inherits from the campaign unless you set it explicitly. Setting a board permission overrides the campaign default for that board (and its lanes and cards).
  • Lane inherits from the board unless you set it explicitly. Setting a lane permission overrides the board default for that lane (and its cards).
  • Card inherits from the lane unless you set it explicitly. Setting a card permission overrides everything above it for that one card.

The right level to set the permission at is the broadest one that does not over-share. If every card in a lane should be Edit-for-Player-A, set it on the lane. If only one card in the lane should be Edit-for-Player-A, set it on the card.

Common patterns

A handful of patterns cover most of what GMs actually need to do.

  • Standard campaign. Leave the campaign default at None for the party. Share individual cards at the table when you reveal them. This keeps prep private until you choose to expose it.
  • Shared lore lane. A lane called 'What we know' that the whole party has Edit on, so anyone can pin a fact or update a faction note. Set the lane to Edit for the party; everything else stays at the campaign default.
  • Per-player notebook. A card per player they can write in privately. Set each card to Edit-for-that-player only; leave the lane at None so the cards do not appear in anyone else's sidebar.
  • Co-GM. Set the campaign permission for the co-GM to Admin. They get full access everywhere without you having to revisit each resource.

At the table

Permissions you set on the board apply at the table too. A card the party has View on is visible the moment the GM drags it into the active scene; a card the party has None on stays hidden even if it is on the board.

Tokens and drawings on the live canvas have their own owner. If a player adds a token or sketches a line, they can move and edit their own contributions even when the underlying card is View-only for them. This keeps the table responsive: players are not stuck waiting for the GM to nudge their token.

Where to go from here

  • The boards, lanes, and cards concept page covers the underlying model that permissions hang off. Read that first if the three-layer structure is not yet familiar.
  • The Edit campaign settings how-to walks through the per-campaign defaults panel where most permission setup actually happens.