How Canopy works

A short manual for game masters, players and writers. Start with the first chapter, or jump to what you need.

  1. Getting started Canopy keeps a world: the people, places, groups, events and lore you make up, linked to each other.
  2. Writing articles Everything in a world is an article: a character, a town, a war, a song.
  3. Templates and families Templates Open Templates from the World menu.
  4. Time and the timeline Calendar and histories Open Calendar and histories from the World menu (or from the Timeline).
  5. Campaigns A campaign is one game you run in your world: its plan, its sessions and what its players know.
  6. At the table Everything you need during play is on the session that's Up next, so you never have to leave it.
  7. Maps and travel A map is a picture with pins on it: the region your campaign is in, a town, a keyed dungeon level from a book.
  8. Players and spoilers Players only ever get what you give them.
  9. For players Your game master runs the game; Canopy is where you find what they've given you.
  10. Your files A Canopy world is a folder of plain Markdown files.
  11. For writers Canopy works for a novel or a series as well as for games.
  12. For readers An author shares their world with you: the people, places and history behind their book.
  13. What's changed What each version of Canopy brought, newest first.

What Canopy keeps about you, and how to have your account deleted: Privacy