Importing workshop prep and bundles
Prep made in a workshop, or received from another table as a bundle, comes into a campaign through one import. The import is a plan first and a copy second: it previews what would be overwritten, lets you tick what to take, and renumbers anything whose name collides with something already there. Importing the same prep a second time keeps what the first import brought instead of adding numbered duplicates.
From a workshop
- In the creator's Essentials, House rules, lore and prep, in the lobby, or during play in Settings, Prep, choose an offered workshop or campaign. The source list includes what your account may read.
- The planner lists the available kinds: battle maps, places, the region map, encounters, NPCs, factions, lore, roll tables, storyboard, Market, house rules and WorldForge. Tick what you want. Selecting WorldForge also selects its people, places, factions and lore; explicitly leaving one out names what will be missing.
- The preview shows collisions (a lore entry with the same title already in the campaign, say) and how they will be renamed.
- Import. The rows are copied into the campaign inside one transaction, with every link between them kept (a fight's map, a place's map and sound, an NPC's voice, the region map's paths and labels); the workshop is untouched.
A storyboard can supply an AI campaign's plan. If the campaign already has an arc, keep it or append the imported beats as the next act where there is room; the preview names anything a cap would omit. Full prep cards remain available even when the arc uses a summary. Review the AI story setup warning so it does not replace a plan you meant to keep. At an AI table the storyteller sees the prepared fights and can run one, and the prep's private notes reach its prompt. Prepared encounters deploy from the console or when the Dungeon Master calls them. A Market shop arrives with its place, keeper, shelf and policy, and starts its restock cycle on the campaign's clock. Hand-built monsters referenced by imported fights or cast are copied into the table's bestiary when needed. The result reports copied or reused monsters and names any reference it could not resolve. Homebrew shelves and pregens travel in workshop bundles rather than appearing as separate ticks in this campaign-content planner.
Reimporting a world
Previously imported rows can be kept or copied again under a numbered name. WorldForge revisions also track their source: unchanged values can update, campaign edits survive, and conflicting edits are reported. A campaign's decision to publish DM-only lore survives a reimport. Worlds that happen to reuse the same IDs remain distinct.
From a bundle
A workshop's Share tool exports a .odm-workshop.json bundle with its pictures inside: map backdrops, NPC portraits, monster art. Importing a bundle offers every kind as a tick, house rules included, so a lead who wants only the monsters takes only the monsters. A bundle carries the links between its pieces, the world pack draft and the WorldForge document, and a chapter's bundle names the shared prep it depends on. Pregens in a bundle arrive as sheets checked by the character builder's own rules on both sides. A bundle imported into a workshop seats the person importing it as that workshop's Dungeon Master.
World packs
A world pack is not prep; it is a reskin of the rules. It is chosen at campaign creation from the packs installed on the server, and a workshop's Plugin tool builds one. See Content pack and world packs.
Prepared worlds
A registry of campaign plugins, if your server has one set, can also list whole prepared worlds; installing one from the plugin browser creates a workshop with its maps, cast and lore ready to import.
Cloning instead
To reuse an entire campaign's setup for a new party, clone the campaign from the home screen. Prep, lore and settings travel; the chronicle and the seats do not.