The Rutter
A rutter is a mariner’s handbook of accumulated knowledge — courses, hazards, anchorages, and hard-won observations that make the next voyage safer than the last. The word comes down through French and Portuguese from the simple idea of a route: a road made real by the act of recording it.
In this campaign, The Rutter serves the same purpose. It is the living record of what the table has done together — what was decided, what changed, what was committed to, and what the campaign is becoming. Like the original, it grows more valuable with each entry and belongs to everyone who sails under it.
Why The Rutter Exists
Most tabletop campaigns rely on memory: the GM’s notes, players' recollections, and the informal consensus of what probably happened. This works until it doesn’t. Disputes over what was awarded, what changed, and when are corrosive — they slow play, breed distrust, and erode the shared fiction.
The Rutter solves this by creating a canonical record. What is in The Rutter is what happened — not what anyone thinks they remember or what seems fair in retrospect, but what was recorded at the time by a responsible party with the table’s awareness.
Beyond dispute resolution, The Rutter makes the campaign legible over time. A campaign with a well-kept Rutter can be consulted after a gap of months and resumed without reconstruction. New players can join with a clear picture of where things stand, and when a character falls or retires, what they contributed remains in the record.
The contents of The Rutter are partially duplicative — some of what it records also appears on individual character sheets. That duplication is intentional. The completeness of The Rutter as a single table-wide document is more useful than any collection of individual sheets, because it captures the campaign’s shared state rather than any one character’s position within it.
What The Rutter Is
The Rutter is not a game log or a campaign diary, though it may contain elements of both. Game logs are a recognized tradition — often well-written, sometimes beautifully so — and if The Rutter’s optional chronicle layer develops in that direction, the overlap is welcome. But the game log answers "what happened?" The Rutter answers "what changed, what was decided, and what is now true?" Its mandatory core is a record of mechanical truth, not a narrative of events. A terse Rutter entry that records nothing but XP awards and capability changes is complete. A game log entry that captures the session in vivid prose but omits those things is not a Rutter.
The Rutter is not a set of meeting notes and not an administrative document. It is a chronicle — as spare or as rich as the table chooses to make it — and its mandatory core is the legal record of the campaign’s mechanical truth.
For any given gaming group, The Rutter is a singular, unique document and is always referred to as The Rutter — not "a rutter" or "the rutter."
Who Keeps It
The Rutter may be written by any table attendee, including but not limited to the GM. The Rutter is not the GM’s document handed down to players — it belongs to the table.
The role of Keeper may rotate session by session, stay with one person for a campaign arc, or be handled on a round-robin basis — whatever the table prefers. It may even be maintained by an AI assistant, provided the mandatory elements are accurately recorded. The authorship matters less than the accuracy and availability of the result.
The person who writes a given session’s entry is the Keeper of The Rutter for that session. The Keeper:
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records the mandatory elements accurately
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may expand the entry into fuller chronicle at their discretion
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ensures the completed entry is available to all participants
The Rutter should be maintained in a format accessible to the whole table on demand — it is not the Keeper’s private document, and any participant may consult it at any time. Electronic formats are well suited to The Rutter, being searchable, shareable, and easily updated, but are not mandatory. Paper, a shared document, a wiki, a campaign management tool, or any other format that keeps The Rutter accessible and complete is acceptable. The format serves The Rutter; The Rutter does not serve the format.
Mandatory Elements
The following must appear in every Rutter entry. These are the legal record of the campaign, and no session is complete without them.
XP Awards
All experience point awards made at the end of the session, including the amount awarded to each character and a brief note on the basis for the award. XP is awarded collaboratively at Closing The Rutter and is not assigned unilaterally by the GM in advance of that conversation. A simple table recording either the new award or the new XP total for each character should be captured.
Character Capability Grants and Changes
Any change to a character’s competencies must be recorded, including first acquisition of a competency, advancement within the BCF model, and the granting of fixed competencies. Advanceable competency state is recorded as a single letter: B (Basic), C (Competent), F (Fluent). Fixed competencies carry no state letter — their presence in the record is the entirety of the entry.
The recommended format is a grid, though prose is acceptable provided the character, competency, and state are unambiguous.
| Character | Competency | Previous | Current |
|---|---|---|---|
Grampus |
Fletcher |
— |
B |
Grampus |
Swordsmanship - Longsword |
B |
C |
Mira |
Elvish |
— |
|
Aldric |
Warden’s Oath |
— |
A dash in the Previous column marks first acquisition. An empty Current cell marks a fixed competency. Competency grants may be recorded as they occur during the session if more convenient. XP is always held to Closing The Rutter.
Optional Elements
Everything beyond the mandatory floor is at the Keeper’s discretion. A Rutter entry may be two lines or two pages, and the table should collectively decide what level of chronicle serves them best. Optional elements that tables commonly find valuable include: a narrative summary of events; decisions made and their consequences; NPCs encountered and their dispositions; locations visited and their notable features; oaths sworn, bonds made, contracts entered; outstanding threads and unresolved situations; and the Keeper’s own observations on the session.
A Rutter that captures only the mandatory elements is complete. A Rutter that captures more becomes something richer — a record the table can read back with pleasure long after the campaign ends.
Closing The Rutter
Closing The Rutter is the formal name for the process of completing The Rutter at session end. Informally, players may call it the Retro.
Rutter Keeping is the ongoing act of writing The Rutter. At some tables it happens continuously through the session — notes recorded as events unfold, capability changes logged as they occur, the chronicle layer built in real time. At others, the Keeper writes from memory at session end. Either approach is valid; the mandatory elements must be present regardless of when they were written.
Closing The Rutter is a table activity, not a solo task. The XP adjudication at its center is collaborative — the GM may arrive with a view, but the conversation is expected. What was accomplished? What was attempted? What risks were taken? What was learned? These questions inform the award.
Closing The Rutter should feel like a natural closing of the session — a moment where the table collectively acknowledges what happened and what it meant, before the record is set. The Keeper completes the mandatory elements during or immediately after Closing The Rutter. The optional chronicle layer may be written then or completed afterward, at the Keeper’s convenience.