For DMs
Your campaign, putting it on a table, and knowing who's coming.
Your Campaign
A campaign is your story: its name, the module, what it's about, its own links (the D&D Beyond campaign, the Roll20 game, your notes) and how many players it needs. It belongs to you, not to a table, and you can have as many as you like.
Paste a module's link and use Fill In From Link to fill in the name and description.
Putting It on a Table
On the table's page, choose one of your campaigns and Make It the Table's Campaign. Every upcoming night then runs it. The first DM to do this keeps it until they choose Stop Being the Table's Campaign.
To run just one night (at a table that takes turns, or when a night has opened up), open that night and use Run This Session.
When You Can't Make It
Answer Can't Make It, or use I Can't Run This One on that night's page. What happens next follows the table's rule: the night opens up for someone else to run, or it's cancelled and everyone's told.
Minimum Players
Set Minimum Players Needed on your campaign (not counting you). Each night shows Enough to Play or how many more are needed, and if people dropping out takes it below the minimum, you and the table get one email. Nothing is cancelled automatically. For one night you can say Play with at least a smaller number.
Co-DMs
Add co-DMs from your connections on the campaign's page. They can edit the campaign's story, links and minimum.
Pausing, Ending and Deleting
Pausing or ending a campaign takes it off every upcoming night, and those nights open up for anyone to run. The tables carry on. Deleting it is for good; you type "delete" to confirm.
