Product · 2026-07-20
Build narrative campaigns on a node graph
Author Custom Games campaigns as a typed graph of battles, conversations, stores, and mission hubs — then walk them with testable runs.
Campaigns as a map of decisions
Tabletop seasons are more than one-off battles. Under Custom Games → Campaigns, WGS lets you author a campaign graph: nodes for fights, conversations, stores, mission hubs, splits, and endings — connected the way your narrative actually flows.
What you can build
- Battle nodes tied to community maps and army constraints
- Conversation and mission hub beats for story and choices
- Store nodes with XP, unit catalog, and army grants
- Split / end nodes so paths branch and resolve
Browse, subscribe, and rate campaigns the same way you share maps. Battle prep modes (full_roster, roster_slots, external_hub) keep roster rules honest per node.
Test the path before you invite friends
Test runs walk the graph — win/lose outcomes and player choices — so you can verify the story without waiting for a full table night. Live launch of every battle node into an active WGS game is still growing; today the builder and run traversal are ready for authors who want structure first.
Why it belongs next to Maps
Maps define a single board. Campaigns define a season. Together they turn Custom Games into a place to publish not just battlefields, but the journeys between them.