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Your first campaign

A complete walk-through from an empty server to a table ready to play. Assumes Campfire is installed and running.

1. Light the fire (create the admin)

Open Campfire in a browser. The first visit shows Light the fire — a one-time setup screen. Enter a username and password. This account is the server admin; it will also be your first DM, but those two roles are independent (see Roles). You're now signed in, looking at the campaign hub.

For a searchable rules compendium — monsters to drop into fights, spells and conditions to look up — install a rule pack first:

  1. Admin (top bar) → Rule systems.
  2. Under Install from Open5e, tick the sections you want (Conditions and Monsters are the most useful at the table) and click Install.
  3. Conditions import in a couple of seconds; the full monster list takes about a minute — you can keep building while it runs.

No rule pack? Still fine.

The campaign wizard offers a None / homebrew option, and you can type monsters in by hand during combat. The compendium just makes prep faster.

3. Create the campaign

On the hub, click New campaign. The wizard has two steps — Details (name + optional description) and Rule system (pick your pack, or None / homebrew). Finish and you land on the campaign dashboard as its DM. Creating a campaign always makes you its DM — no admin powers required.

4. Get your players in

Players need an account, then a seat at your campaign.

  • Accounts — either a server admin creates them under Admin → Users (username + a starting password to share), or the DM sends an invite link from Members → Invite and players create their own account when they open it.
  • Seats — on the campaign open Members → Add member, search a username, pick a role (player / viewer), and optionally link them to a character.

Players sign in and see your campaign on their hub.

5. Session zero — the charter & characters

Before the dice come out, set the table's expectations. Open Session zero and fill in the charter: lines (hard limits — content that never appears), veils (soft limits — kept off-screen), the safety tools you'll use (X-Card, Open Door…), any house rules, and the tone you're playing in. The DM edits it; the whole table can read it.

Then each player opens Party → New character: name, species, class, level, stats, HP, an optional portrait and bio — or import a public D&D Beyond sheet by pasting its id or URL. As DM you can create or edit any character; players edit only their own, and a player can keep more than one (a backup PC, a familiar).

6. Prep the world

From the dashboard (as DM) you build:

  • Quests — objectives, subquests, a giver NPC, a reward, and a DM-only secret players never see.
  • NPCs — role, disposition, home location, their own DM secret.
  • Locations — drop pins on the map; upload a real map image and place pins on it; set discovery (unexplored → explored → current).

Everything is markdown, and DM secrets are stripped server-side — players genuinely can't see them.

7. Ready to play

That's a table ready for session one. Next: Running a game walks the actual session.