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GM and player roles

GM and player roles

Обновлено 21 мая 2026 г.

3 мин чтения

Обновлено 21 мая 2026 г.

Every campaign has at least one Game Master and a roster of players. The original GM (the account that created the campaign) can promote any other member to GM and demote a co-GM back to player from the membership panel. There is no separate co-GM role at the API level; promoted members get the same role as the original GM, with the same access rights.

Players cannot promote themselves; only an existing GM can flip another member's role. The original GM is also the campaign owner and is the only account that can transfer or delete the campaign outright.

Account-wide, the same person can be a GM in one campaign and a player in another. The role attaches to the campaign membership, not to the account.

What the GM owns

The GM has read/write access to everything in the campaign:

  • World content (NPCs, locations, factions, plot threads, calendar, the whole campaign wiki).
  • The active scene during a session: maps, tokens, lighting, fog of war.
  • Player characters too. The GM can edit any character in the campaign for moments when a player is offline (a missed level-up, an item award).
  • Custom rules. The GM can pin the campaign to a specific framework version and override individual rules without touching the master framework.
  • Secret rolls and hidden notes. Anything the GM marks private stays out of player view until the GM reveals it.

What players own

Players have full read/write access to their own characters and read access to anything the GM has shared with them:

  • Their own character sheets. Edit, level up, write backstory, change portrait.
  • Shared content the GM has revealed. NPCs the players have met, locations they have visited, factions they know about.
  • The session chat and dice log, including their own and other players' rolls.
  • The visible portion of the active scene. Players see only what fog-of-war and the GM's reveal controls allow.

What is hidden by default

By default, players cannot see:

  • GM notes on any element, even on their own characters. (GMs sometimes pin reminders to a player character that the player should not read.)
  • NPC stats and ledgers. Players see what the NPC does at the table, not the underlying numbers.
  • Secret rolls fired by the GM.
  • Areas of the map covered by fog of war.
  • Other players' characters at GM discretion. By default players can see each other's sheets, but the GM can flip a per-character switch to hide them.

Co-GM and observer access

Two extra access levels exist alongside player and GM:

  • Promoted GMs (co-GMs informally). Any campaign member promoted to the GM role gets the full GM toolkit, equal to the original GM's permissions on world content, sessions, and shared rules. Useful for groups where one person handles narration and another runs combat. Only the original GM can transfer ownership or delete the campaign outright.
  • Observer. Read-only attendance. An observer can join the session and see the player view but cannot roll dice, edit anything, or own a character. Useful for play-test recordings and for letting friends watch a session without committing to play.

Where to go from here

  • If you are about to invite a co-GM, the Invite players to a campaign how-to covers the role-selection step in the invite flow.
  • If you want to see how secret rolls behave from the player side (or specifically how they do not), the Dice rolling concept page has the GM-only roll modes section.