Add the tool
A Module adds a tool, such as Living Maps, shared dice or Soundboard.
Packages & Content
Add a complete campaign or one perfect piece for tonight: a map, a quest, a deck, a soundscape, a theme, a handout, or a set of dice that belongs to your table.
Concept visual Start with ready-to-use material, understand where it came from, then shape it around the campaign you actually run.
This page shows the full platform content vision, not a launch catalogue. The minimal rights-safe Library and internal validation Gamesets belong to the parity product; public creator, marketplace and advanced conversion workflows arrive only when their product and rights checks are ready.
See current progressContent Families
34 kinds of content are organised into seven useful families. Open an item when you want more detail; the important choice stays visible at a glance.
A Module adds a tool, such as Living Maps, shared dice or Soundboard.
A package brings the adventure, map, dice look, sound set, layout, or other material.
See where material came from and what it needs before adapting it for a campaign.
Rules & Games
Rules packages give UGM the language, sheets, references and play patterns a particular game or homebrew setup needs.
A gameset package can bring terminology, sheet layouts, procedures, tables, card logic, help and creator-ready starting material.
A package may include versioned schemas, terminology, sheet and action definitions, dice models, help and upgrade guidance, with its sources and licence recorded beside it.
Gameset Editor creates them; Character Sheet, Campaign Designer, dice, tables, help and compatible content Packages consume their versioned definitions.
Install one variant or a collection through Library, then enable, disable, combine and customise compatible rules in Build. Built-in, user-authored and packaged variants share the same approach, with reusable named presets and settings saved for each Campaign.
Install a collection of alternative progression rules, choose the compatible options your group wants and save that combination as a preset for another Campaign.
Gameset Editor handles rule authoring; Library manages installation and dependencies; Build configures the Campaign. Review Character and calculation effects before applying changes, updates or migrations.
Installing a Package does not activate its rules. Packages remain signed, data-only content; planned compatibility and recovery checks protect active Campaigns and custom settings. Delivery is tracked on Roadmap.
References can link into sheets, rolls and handouts while showing their source, version and player visibility.
A reference set can be searched or linked from a Character action while retaining edition, source, attribution, visibility and compatibility information.
Gameset Packages establish compatibility, while Character Sheets, Table Builder, Campaign content and help surfaces link to permitted reference entries.
Licence: Official or branded material appears only when its licence and rights approval allow it.
Use dice tables, card tables, weighted results, nested rolls, oracles and structured outcomes that can feed directly into play.
Results can link to other tables, carry weights and tags, create follow-up prompts or remain private until a GM chooses to reveal them.
Table Builder authors the structure; Physics Dice, cards, Campaign scenes and AI-free generators can resolve or reuse the resulting prompts.
A conversion profile explains what maps cleanly, what changes and what still needs a human decision instead of pretending two games are identical.
Profiles can map terms and fields, show lossy or unsupported conversions, keep the original intact and produce a review report before the converted material is accepted.
External Tool Import and Gameset Editor use these mappings to prepare a reviewable copy for Campaigns, Characters or Packages without altering the source.
Adventures & Worlds
Story packages can be complete adventures, reusable branches or compact table-ready pieces that drop into an existing world.
Package campaign cards, linked story branches, locations, secrets, characters, maps and supporting material as one reusable whole.
The package can preserve card hierarchy, reveal state, dependencies, required Gamesets and player-safe previews so a full Campaign installs as a coherent experience.
Campaign Designer authors the tree; Campaign Player, GM, Player, Characters, maps, quests and handouts consume its role-filtered live state.
A sub-campaign can bring its own cards, maps, NPCs, encounters, rewards and linked requirements while letting the GM review what joins the wider campaign.
A GM can preview where the branch attaches, which existing records it references and which new maps, actors or quests it adds before merging it into a Campaign.
They attach to a compatible Campaign and Gameset, then bring their own quests, actors, maps, encounters and dependencies into the GM's merge review.
Quest packs offer smaller objectives, encounters, clues, locations, rewards and follow-up hooks with less setup than a sub-campaign.
A compact package can include the opening hook, objective states, clues, actors, rewards and consequences needed to run it independently or attach it to a larger arc.
Campaign card trees provide their place in the story, while Characters, encounters, handouts, calendars and rewards carry the quest through play.
Combine actors, timing, locations, clues, documents, player-safe views and printable handouts for a focused part of play.
Prepared scenes can carry private setup, player-facing documents, actor requirements and print alternatives, with reveal boundaries retained after installation.
Encounter, Campaign Player, Character Sheet, Living Maps, print and messaging tools divide the prepared material into GM, player and physical-table views.
Templates can preserve the game rules and approved source information each actor needs without forcing every campaign to rebuild them.
Templates can provide Gameset-specific records, actions, portraits and source notes, then create editable Campaign instances without overwriting the reusable original.
Compatible Gamesets define the record shape; Character Sheet, Encounter, Living Maps, Campaign Designer and Trading reuse created instances.
Prepare shops, auction lists, cargo, services and inventories for use with the Trading Module and the active game's economy.
Stock, price rules, scarcity, services and seller details can arrive together, while the active Gameset and Campaign decide the final economy and permissions.
Trading, Character inventories, Campaign locations and Gameset economy rules turn the packaged stock into a permissioned live exchange.
Combine safety prompts, content notes, table agreements, GM checklists, player references, QR handouts and event-table material.
A table can select and adapt consent tools, expectation prompts, accessibility notes and practical session references without exposing private responses to an audience.
Campaign setup, Table Messaging, print and venue workflows can present the appropriate prompts while privacy controls keep individual responses protected.
Store named snapshots, backup-ready material, package requirements and restore notes in a portable campaign package.
A vault can identify what was included, when it was captured, which packages it requires and how a restore will handle newer or missing material.
Core recovery, Library and Campaign repositories use the snapshot manifest to verify dependencies and explain a restore before replacing current state.
Maps & Table Assets
Table asset packages add the maps, tokens, objects, dice, cards and interactive pieces a session can use.
A Living Map pack can include maps, areas, props, fog-ready states, lighting-ready zones, notes, player views and links to a wider story.
Installable maps can include grid and scale data, layered variants, reveal regions, GM notes and print or low-performance fallbacks alongside creator attribution.
Living Maps consumes the layers and regions; Campaign, Encounter, Chase, Multiple Screen and print tools reuse the reviewed spatial material.
Use tokens, markers, props, scene dressing, terrain, clue objects and approved 3D models across maps, canvases and packages.
Each asset can retain scale, anchor points, variants, tags, source and permitted uses so it behaves predictably when reused across maps and canvases.
Living Maps, Interactive Canvas, encounters and Campaign packages place these assets, while Library retains source, scale and usage information.
Package collaborative boards, cipher pieces, inspectable objects, card or dice stages and puzzle modes for reuse.
A puzzle package can define its starting state, movable or inspectable pieces, permitted hints, success conditions and a safe reset without embedding executable code.
Interactive Canvas runs the defined pieces and states; Campaign, Character knowledge, messaging and spectator views control context, hints and reveals.
Install approved dice shapes, looks, custom faces, texture presets and compatible visual effects for the Physics Dice Module.
Sets can describe supported shapes, faces, materials, accessibility labels and compatible effects while UGM keeps simulation and result authority in the installed Module.
Physics Dice supplies simulation and result authority, while Gamesets define supported dice and presentation settings provide accessibility fallbacks.
Card packs can contain ordinary decks, interactive reveal decks, initiative cards, drama decks and game-defined draw content.
Decks can define faces, backs, quantities, draw and discard behaviour, hidden information and Gameset metadata for both ordinary and dramatic reveal workflows.
Interactive Chance & Challenge, Campaigns, Gamesets and Character actions use the deck definitions while UGM controls hidden and revealed state.
Package wheel artwork, result sets and selector rules for events, travel, loot, spotlight choices and other random moments.
A selector set can combine artwork, weighted entries, labels, sound cues and reveal rules while leaving the actual outcome resolution to UGM.
Wheel Selector runs the weighted entries; Campaign events, Gameset procedures, Soundboard and display layouts provide triggers and presentation.
Sound & Atmosphere
Audio and mood packages make scenes quicker to stage and easier to reuse without forcing every GM to assemble the same cues again.
Combine music, loops, ambience, stingers, one-shot effects, fades and multi-file cues for quick use in the Soundboard.
Audio packages can group loop points, volume guidance, cue relationships, attribution and fallback files so scenes work consistently without rebuilding the board.
Soundboard organises playback, while Campaign scenes, Characters, encounters, Moodboards and provider mappings refer to the packaged cues.
A moodboard pack can combine imagery, sound, lighting ideas and approved actions into a reusable emotional palette.
Collections can associate images, colour, sound and notes with Characters, places or genres, including source and usage information for every included asset.
Moodboard presents the collection; Campaign locations, Characters, Soundboard, lighting and Theme tools reuse its approved visual and audio references.
Install voices, motifs, creature sounds, themes, arrival stingers and other actor-linked moments.
An actor-focused pack can organise dialogue, motifs and effects by mood or event, with previews and rights information available before use.
Character Audio binds cues to actors, while Soundboard, Campaign Player, encounters and audience-safe presentation control when they are heard.
Presentation
Presentation packages change the look and delivery of UGM while the app remains responsible for rules, privacy and safe behaviour.
Package environmental movement, transitions, alerts, reveals, particles and display-safe effects supported by the installed app.
Packs can configure installed weather, particles, transitions and alerts with duration, intensity and reduced-motion fallbacks, but cannot add arbitrary runtime code.
Scene Animation interprets the safe configuration; Campaign reveals, Living Maps, encounters and displays provide the context and trigger.
Packages can configure behaviour already present in UGM; they do not deliver new executable code.
Install panels and templates for dice, timers, music, cards, encounters, player moments, venue displays and broadcast scenes.
Layouts can declare screen targets, safe fields, responsive regions and empty or disconnected states so the same package works for rooms, venues and streams.
Spectator and Multiple Screen render the layouts, drawing permitted state from Campaigns, Characters, dice, timers, encounters and audio.
Themes can bring colour, typography, icons, motion settings and layouts for UGM surfaces while preserving accessibility and required controls.
A theme can coordinate visual tokens and surface layouts across sheets, Campaigns and displays while retaining contrast, focus, scaling and reduced-motion requirements.
Theme & Template Studio creates them; Character Sheets, workspaces, Campaign Player, Spectator and print surfaces apply their compatible tokens and layouts.
Compose reusable badges, tracks, tables, cards, portraits and controls across compatible menus, sheets and live views. Packages configure shared widgets and presentation; new executable behaviour ships with the application.
A widget package can define reusable data bindings and presentation options for compatible Gamesets, with missing-data and read-only states designed in from the start.
Themes and layouts place widgets across UGM surfaces. Compatible application and Module providers supply typed fields, actions and permissions; Gamesets define rules-specific meaning.
Create character sheets, quick-reference cards, handouts, session packets, table tents and private or player-safe exports.
Templates can control pagination, margins, headings, private fields and ink-friendly alternatives, then generate outputs from the same records used in the app.
Print & Physical Table applies them to Campaign, Character, table and handout records after role permissions remove private fields.
Language & Learning
Language and learning packages can travel with the content they explain instead of leaving every table to rebuild the same guidance.
Package translated interface text, game terminology, help, accessibility copy, fallback language and in-world scripts or ciphers.
A language pack can declare locale, coverage, fallback and translator notes, while in-world scripts remain distinct from translations of the UGM interface.
Core localisation, Gamesets, Modules, help and installed Packages use the declared locale and fallback chain across interface, content and print.
Choose UGM Essentials, exact-edition system guidance, Module help, courses or practice adventures separately. Library manages installation; selecting a Gameset never silently downloads a whole course catalogue.
Guidance can be versioned with the feature it explains and include step sequences, images, captions and links, with a fallback when its target Module is absent.
UGM Academy presents the selected help and learning content; Library manages verified installation, dependencies and removal. Existing Gameset sources retain their own rights.
Integration Presets
Preset packages depend on the matching approved Integration Module and remain subject to provider access, rights and permissions.
Prepare paired background and foreground layouts for dice, cards, timers, encounters, logos and moderated sponsor or ticker panels. Coordinate supported OBS scenes and keep a clear fallback when the connection is unavailable.
A preset can map approved UGM fields to supported scene elements, define privacy-safe defaults and specify what the audience sees during disconnects or missing data.
OBS Integration, Spectator and Multiple Screen use the preset to map approved UGM fields into supported scene elements and disconnect states.
Template external presence fields, hidden-data rules and user-controlled campaign or play-mode labels for a supported connection.
Templates can define optional public labels and strict excluded fields so a user sees the exact outgoing status before enabling it.
Discord Rich Presence or another approved social connection uses the template after session privacy rules and the user's final preview are applied.
Map loops, stingers, scenes and character moments to provider content while keeping clear fallback routing.
Mappings can associate provider identifiers with UGM scenes and actions, include substitute cues and remain usable only when the matching authorised integration is present.
Syrinscape or another approved audio integration resolves the provider identifiers, while Soundboard keeps UGM scenes, triggers and local fallbacks stable.
Carry creator attribution, source links, grids, sizes, tags, variants, use limits and Living Maps attachment details.
A manifest can prepare scale, grid, variants, tags and attachment points while keeping download, ownership and usage decisions with the user and source provider.
Map Provider Integration and Living Maps use the manifest to review attribution, grid, variants, rights and attachment details before import.
Package reviewed scene, audio, lighting or external trigger mappings without adding executable code to UGM.
A map can connect approved UGM events to supported external actions, declare required permissions and define timeouts or fallbacks without shipping executable behaviour.
Automation Trigger Integration interprets the mapping, while Campaign, scene, dice, sound or lighting events provide the approved source action.
Know What You Are Adding
Before something joins a campaign, UGM should make the practical answers easy to find.
Creator, source, version, language, and attribution stay visible.
Required modules, other packages, and compatible UGM versions are clear.
Usage, sharing, export, and licence limits are shown before they cause a surprise.
Safe By Design
Packages can supply optional rules using capabilities already supported by UGM. They cannot download executable scripts or hidden software. New executable capabilities require an approved application update.
Official or branded material appears only when its licence permits it.
See changes, requirements, and affected campaigns before an update takes over.
User-owned work can be backed up, exported, and shared when its rights allow.
What Would You Bring?
Join the UGM Discord to discuss the maps, adventures, tools, and creator workflows that would save your group the most time.