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What a pin can open

Click a pin and it opens what you hung on it.

The simplest and most common: write straight onto the pin. A flagstone rings hollow underfoot. Anyone who can see the pin can read it.

Point the pin at a wiki page, a record (a place, a faction, a person), a character sheet, a card, or an image. Clicking opens it full-screen for whoever clicked — loaded under their own access, so a pin can never show someone something they were not already allowed to see.

A pin whose target is a scene is a door. As GM, Take the table there switches everyone to that map. Players see the door and that it is yours to open.

This is the thing most tables improvise with a note that says “go to the crypt map”; here it is the pin.

As GM you get a second box the players never see. It stays yours even on a pin the whole table can look at, so the visible pin can say “a flagstone rings hollow” while your half says “DC 15 Perception; below is the reliquary.”

A pin can also do something. Add steps from the table actions — start the encounter, fade in a music bed, switch scenes, reveal a handout, make a secret roll, post to chat, set a story variable — and the editor shows you exactly what will happen before you run it.

Cues are yours alone: only you can build one and only you can fire it, from the pin’s card. A player clicking the marker never sets one off.