Packages & Content

Bring the next great session with you.

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.

  • Start ready, then make it yours
  • See who made it and what it needs
  • Reuse the best parts at another table
Cinematic UGM content studio arranging adventures, maps, themes, sound and play aids into clear packages ready for a real table. Concept visual
Bring something brilliant

Start with ready-to-use material, understand where it came from, then shape it around the campaign you actually run.

In active development

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 progress

Content Families

A broad library without the wall of tiny categories.

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.

Modules

Add the tool

A Module adds a tool, such as Living Maps, shared dice or Soundboard.

Packages

Add what the tool uses

A package brings the adventure, map, dice look, sound set, layout, or other material.

Library & Build

Review, then shape it

See where material came from and what it needs before adapting it for a campaign.

Rules & Games

Start with a game you know or shape one of your own.

Rules packages give UGM the language, sheets, references and play patterns a particular game or homebrew setup needs.

Gameset Packages Install a reusable rules foundation for a game or game family.
What it does

A gameset package can bring terminology, sheet layouts, procedures, tables, card logic, help and creator-ready starting material.

In practice

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.

Works with

Gameset Editor creates them; Character Sheet, Campaign Designer, dice, tables, help and compatible content Packages consume their versioned definitions.

Gameset Variant Packages Add optional rules to an existing Gameset and choose what each Campaign uses.
What it does

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.

In practice

Install a collection of alternative progression rules, choose the compatible options your group wants and save that combination as a preset for another Campaign.

Works with

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.

Available where rights allow Permitted Datasets & Rules References Keep searchable rules and open or licensed game material close to play.
What it does

References can link into sheets, rolls and handouts while showing their source, version and player visibility.

In practice

A reference set can be searched or linked from a Character action while retaining edition, source, attribution, visibility and compatibility information.

Works with

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.

Oracle & Random Table Packs Add prompts, encounters, travel trouble and solo or co-op inspiration.
What it does

Use dice tables, card tables, weighted results, nested rolls, oracles and structured outcomes that can feed directly into play.

In practice

Results can link to other tables, carry weights and tags, create follow-up prompts or remain private until a GM chooses to reveal them.

Works with

Table Builder authors the structure; Physics Dice, cards, Campaign scenes and AI-free generators can resolve or reuse the resulting prompts.

Conversion Profile Packs Move reusable material between compatible games with a review step.
What it does

A conversion profile explains what maps cleanly, what changes and what still needs a human decision instead of pretending two games are identical.

In practice

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.

Works with

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

Bring a whole campaign or just the spark tonight needs.

Story packages can be complete adventures, reusable branches or compact table-ready pieces that drop into an existing world.

Campaigns & Campaign Card Trees Carry a complete adventure structure from lore to the final session.
What it does

Package campaign cards, linked story branches, locations, secrets, characters, maps and supporting material as one reusable whole.

In practice

The package can preserve card hierarchy, reveal state, dependencies, required Gamesets and player-safe previews so a full Campaign installs as a coherent experience.

Works with

Campaign Designer authors the tree; Campaign Player, GM, Player, Characters, maps, quests and handouts consume its role-filtered live state.

Sub-Campaign Packs Drop a substantial new story branch into a campaign already in motion.
What it does

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.

In practice

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.

Works with

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 Add a side job, mystery or one-session complication when the table turns.
What it does

Quest packs offer smaller objectives, encounters, clues, locations, rewards and follow-up hooks with less setup than a sub-campaign.

In practice

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.

Works with

Campaign card trees provide their place in the story, while Characters, encounters, handouts, calendars and rewards carry the quest through play.

Encounter & Handout Packs Bring ready-to-run scenes and the material players can hold onto.
What it does

Combine actors, timing, locations, clues, documents, player-safe views and printable handouts for a focused part of play.

In practice

Prepared scenes can carry private setup, player-facing documents, actor requirements and print alternatives, with reveal boundaries retained after installation.

Works with

Encounter, Campaign Player, Character Sheet, Living Maps, print and messaging tools divide the prepared material into GM, player and physical-table views.

Available where rights allow Actor & Creature Template Packs Reuse people, creatures, companions, vehicles and squads across tables.
What it does

Templates can preserve the game rules and approved source information each actor needs without forcing every campaign to rebuild them.

In practice

Templates can provide Gameset-specific records, actions, portraits and source notes, then create editable Campaign instances without overwriting the reusable original.

Works with

Compatible Gamesets define the record shape; Character Sheet, Encounter, Living Maps, Campaign Designer and Trading reuse created instances.

Shop & Market Packs Drop in traders, services, rewards and economy-ready stock.
What it does

Prepare shops, auction lists, cargo, services and inventories for use with the Trading Module and the active game's economy.

In practice

Stock, price rules, scarcity, services and seller details can arrive together, while the active Gameset and Campaign decide the final economy and permissions.

Works with

Trading, Character inventories, Campaign locations and Gameset economy rules turn the packaged stock into a permissioned live exchange.

Safety & Session Packet Packs Prepare the practical material that helps a table begin well.
What it does

Combine safety prompts, content notes, table agreements, GM checklists, player references, QR handouts and event-table material.

In practice

A table can select and adapt consent tools, expectation prompts, accessibility notes and practical session references without exposing private responses to an audience.

Works with

Campaign setup, Table Messaging, print and venue workflows can present the appropriate prompts while privacy controls keep individual responses protected.

Campaign Vault Packages Carry a campaign archive with the details needed to restore it.
What it does

Store named snapshots, backup-ready material, package requirements and restore notes in a portable campaign package.

In practice

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.

Works with

Core recovery, Library and Campaign repositories use the snapshot manifest to verify dependencies and explain a restore before replacing current state.

Maps & Table Assets

Fill the table with places, pieces and tactile moments.

Table asset packages add the maps, tokens, objects, dice, cards and interactive pieces a session can use.

Living Map Packs Install exploration spaces with layers, reveals and useful variants.
What it does

A Living Map pack can include maps, areas, props, fog-ready states, lighting-ready zones, notes, player views and links to a wider story.

In practice

Installable maps can include grid and scale data, layered variants, reveal regions, GM notes and print or low-performance fallbacks alongside creator attribution.

Works with

Living Maps consumes the layers and regions; Campaign, Encounter, Chase, Multiple Screen and print tools reuse the reviewed spatial material.

Token, Prop & 3D Model Packs Add reusable people, objects, terrain and inspectable pieces.
What it does

Use tokens, markers, props, scene dressing, terrain, clue objects and approved 3D models across maps, canvases and packages.

In practice

Each asset can retain scale, anchor points, variants, tags, source and permitted uses so it behaves predictably when reused across maps and canvases.

Works with

Living Maps, Interactive Canvas, encounters and Campaign packages place these assets, while Library retains source, scale and usage information.

Interactive Canvas & Puzzle Packs Bring clue boards, shared documents and hands-on puzzle objects to the group.
What it does

Package collaborative boards, cipher pieces, inspectable objects, card or dice stages and puzzle modes for reuse.

In practice

A puzzle package can define its starting state, movable or inspectable pieces, permitted hints, success conditions and a safe reset without embedding executable code.

Works with

Interactive Canvas runs the defined pieces and states; Campaign, Character knowledge, messaging and spectator views control context, hints and reveals.

Dice Sets, Skins & Effects Give shared rolls a visual identity that suits the table.
What it does

Install approved dice shapes, looks, custom faces, texture presets and compatible visual effects for the Physics Dice Module.

In practice

Sets can describe supported shapes, faces, materials, accessibility labels and compatible effects while UGM keeps simulation and result authority in the installed Module.

Works with

Physics Dice supplies simulation and result authority, while Gamesets define supported dice and presentation settings provide accessibility fallbacks.

Card Sets & Interactive Decks Add items, events, clues, abilities and dramatic draws.
What it does

Card packs can contain ordinary decks, interactive reveal decks, initiative cards, drama decks and game-defined draw content.

In practice

Decks can define faces, backs, quantities, draw and discard behaviour, hidden information and Gameset metadata for both ordinary and dramatic reveal workflows.

Works with

Interactive Chance & Challenge, Campaigns, Gamesets and Character actions use the deck definitions while UGM controls hidden and revealed state.

Wheel Selector Sets Install visual selectors for outcomes, prompts and table drama.
What it does

Package wheel artwork, result sets and selector rules for events, travel, loot, spotlight choices and other random moments.

In practice

A selector set can combine artwork, weighted entries, labels, sound cues and reveal rules while leaving the actual outcome resolution to UGM.

Works with

Wheel Selector runs the weighted entries; Campaign events, Gameset procedures, Soundboard and display layouts provide triggers and presentation.

Sound & Atmosphere

Set the tone before anyone says a word.

Audio and mood packages make scenes quicker to stage and easier to reuse without forcing every GM to assemble the same cues again.

Available where rights allow Soundboard, Music, Effects & Ambience Packs Install a ready-made sound palette for a place, event or genre.
What it does

Combine music, loops, ambience, stingers, one-shot effects, fades and multi-file cues for quick use in the Soundboard.

In practice

Audio packages can group loop points, volume guidance, cue relationships, attribution and fallback files so scenes work consistently without rebuilding the board.

Works with

Soundboard organises playback, while Campaign scenes, Characters, encounters, Moodboards and provider mappings refer to the packaged cues.

Available where rights allow Moodboard Packs Bring visual references and atmosphere together around a scene.
What it does

A moodboard pack can combine imagery, sound, lighting ideas and approved actions into a reusable emotional palette.

In practice

Collections can associate images, colour, sound and notes with Characters, places or genres, including source and usage information for every included asset.

Works with

Moodboard presents the collection; Campaign locations, Characters, Soundboard, lighting and Theme tools reuse its approved visual and audio references.

Available where rights allow Character Audio Packs Give recurring characters, creatures and factions a recognisable sound.
What it does

Install voices, motifs, creature sounds, themes, arrival stingers and other actor-linked moments.

In practice

An actor-focused pack can organise dialogue, motifs and effects by mood or event, with previews and rights information available before use.

Works with

Character Audio binds cues to actors, while Soundboard, Campaign Player, encounters and audience-safe presentation control when they are heard.

Presentation

Shape what the table, the room and the audience see.

Presentation packages change the look and delivery of UGM while the app remains responsible for rules, privacy and safe behaviour.

Scene Animation, Visual Effect & Transition Packs Add weather, motion and dramatic scene changes from approved building blocks.
What it does

Package environmental movement, transitions, alerts, reveals, particles and display-safe effects supported by the installed app.

In practice

Packs can configure installed weather, particles, transitions and alerts with duration, intensity and reduced-motion fallbacks, but cannot add arbitrary runtime code.

Works with

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.

Overlay, Spectator & Display Packs Give TVs, projectors and streams a polished audience-safe layout.
What it does

Install panels and templates for dice, timers, music, cards, encounters, player moments, venue displays and broadcast scenes.

In practice

Layouts can declare screen targets, safe fields, responsive regions and empty or disconnected states so the same package works for rooms, venues and streams.

Works with

Spectator and Multiple Screen render the layouts, drawing permitted state from Campaigns, Characters, dice, timers, encounters and audio.

Theme & Layout Packs Change the visual character of sheets, workspaces and displays.
What it does

Themes can bring colour, typography, icons, motion settings and layouts for UGM surfaces while preserving accessibility and required controls.

In practice

A theme can coordinate visual tokens and surface layouts across sheets, Campaigns and displays while retaining contrast, focus, scaling and reduced-motion requirements.

Works with

Theme & Template Studio creates them; Character Sheets, workspaces, Campaign Player, Spectator and print surfaces apply their compatible tokens and layouts.

Widget Packs Add reusable ways to show stats, resources, actions and lists.
What it does

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.

In practice

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.

Works with

Themes and layouts place widgets across UGM surfaces. Compatible application and Module providers supply typed fields, actions and permissions; Gamesets define rules-specific meaning.

Print & Static Export Templates Turn UGM material into clear paper and downloadable layouts.
What it does

Create character sheets, quick-reference cards, handouts, session packets, table tents and private or player-safe exports.

In practice

Templates can control pagination, margins, headings, private fields and ink-friendly alternatives, then generate outputs from the same records used in the app.

Works with

Print & Physical Table applies them to Campaign, Character, table and handout records after role permissions remove private fields.

Language & Learning

Help more people understand the app, the game and the world.

Language and learning packages can travel with the content they explain instead of leaving every table to rebuild the same guidance.

Localisation & Language Packs Use UGM and shared content in the language the table needs.
What it does

Package translated interface text, game terminology, help, accessibility copy, fallback language and in-world scripts or ciphers.

In practice

A language pack can declare locale, coverage, fallback and translator notes, while in-world scripts remain distinct from translations of the UGM interface.

Works with

Core localisation, Gamesets, Modules, help and installed Packages use the declared locale and fallback chain across interface, content and print.

Academy Help & Learning Packs Install guidance that understands the module or content beside it.
What it does

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.

In practice

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.

Works with

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

Reuse mappings without rebuilding every external connection.

Preset packages depend on the matching approved Integration Module and remain subject to provider access, rights and permissions.

Depends on outside-service approval Broadcast & OBS Presets Install reusable overlay scenes for common live-production moments.
What it does

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.

In practice

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.

Works with

OBS Integration, Spectator and Multiple Screen use the preset to map approved UGM fields into supported scene elements and disconnect states.

Depends on outside-service approval Social Presence Templates Share approved status text without exposing private campaign details.
What it does

Template external presence fields, hidden-data rules and user-controlled campaign or play-mode labels for a supported connection.

In practice

Templates can define optional public labels and strict excluded fields so a user sees the exact outgoing status before enabling it.

Works with

Discord Rich Presence or another approved social connection uses the template after session privacy rules and the user's final preview are applied.

Depends on outside-service approval Audio Provider Mapping Packs Connect a themed set of cues to an approved audio provider.
What it does

Map loops, stingers, scenes and character moments to provider content while keeping clear fallback routing.

In practice

Mappings can associate provider identifiers with UGM scenes and actions, include substitute cues and remain usable only when the matching authorised integration is present.

Works with

Syrinscape or another approved audio integration resolves the provider identifiers, while Soundboard keeps UGM scenes, triggers and local fallbacks stable.

Available where rights allow Map Import Manifest Packs Prepare legally obtained maps and variants for faster review.
What it does

Carry creator attribution, source links, grids, sizes, tags, variants, use limits and Living Maps attachment details.

In practice

A manifest can prepare scale, grid, variants, tags and attachment points while keeping download, ownership and usage decisions with the user and source provider.

Works with

Map Provider Integration and Living Maps use the manifest to review attribution, grid, variants, rights and attachment details before import.

Depends on outside-service approval Automation & Trigger Maps Reuse approved event-to-action mappings across compatible setups.
What it does

Package reviewed scene, audio, lighting or external trigger mappings without adding executable code to UGM.

In practice

A map can connect approved UGM events to supported external actions, declare required permissions and define timeouts or fallbacks without shipping executable behaviour.

Works with

Automation Trigger Integration interprets the mapping, while Campaign, scene, dice, sound or lighting events provide the approved source action.

Know What You Are Adding

Useful details travel with the package.

Before something joins a campaign, UGM should make the practical answers easy to find.

Who made it?

Creator, source, version, language, and attribution stay visible.

What does it need?

Required modules, other packages, and compatible UGM versions are clear.

What can I do with it?

Usage, sharing, export, and licence limits are shown before they cause a surprise.

Safe By Design

Packages bring content, not hidden software.

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.

Rights-aware

Official or branded material appears only when its licence permits it.

Review before use

See changes, requirements, and affected campaigns before an update takes over.

Portable where allowed

User-owned work can be backed up, exported, and shared when its rights allow.

What Would You Bring?

Help shape the package library around real tables.

Join the UGM Discord to discuss the maps, adventures, tools, and creator workflows that would save your group the most time.