I.Async Tabletop Campaigns

Keep your campaign moving between sessions.

Kronous helps DMs and players run asynchronous tabletop campaigns through structured scenes, player actions, DM resolutions, and clear wait states — so everyone knows what happened, who is waiting, and what comes next.

Built for groups running campaigns across hours, days, or weeks instead of one perfect night on everyone's calendar.

Exploration · Lane III

The Whispering Forest

Hidden · Lane II

A n—— s———— in p—————

Faction · Lane V

A debt promised at the ford

Public · Lane I

The Crow returns at dusk

Day47
ModeExploration
LaneIII
WaitingDM
II.Why Async

So you decided to go async.

That solves the hardest problem in tabletop: getting everyone together at the same time.

But async play creates a new problem.

The story starts living in scattered messages, half-remembered rulings, buried notes, private side conversations, and “wait, whose turn is it?” confusion.

Kronous gives async campaigns a structure: who is acting, what they intend, what the DM resolved, what became canon, who knows what, and what the table is waiting on next.

When the table can meet

Traditional sessions are great when everyone can meet.

When they can't

Async campaigns are for the rest of real life.

The campaign keeps moving

A player can submit intent after work. A DM can resolve the scene the next morning. Another player can ask a question during lunch. The campaign advances in fragments instead of dying between calendar conflicts.

Kronous is built for that rhythm.

III.Async problems, answered

The friction of async play — with a place for it to live.

  • Problem

    Nobody remembers whose turn it is

    Kronous

    Wait states show who the game is waiting on and why.

  • Problem

    Player actions get buried in chat

    Kronous

    Player intent becomes a structured submission.

  • Problem

    DM rulings are hard to find later

    Kronous

    Resolutions become canonical campaign events.

  • Problem

    Long gaps kill continuity

    Kronous

    The campaign chronicle preserves scenes, time, and open threads.

  • Problem

    Split-party play gets messy

    Kronous

    Lanes separate parallel locations and sub-scenes.

  • Problem

    Secrets leak out of character

    Kronous

    Visibility controls who knows what.

  • Problem

    Downtime is hard to run

    Kronous

    Play modes support slower activities and fiction-time advancement.

  • Problem

    Players forget what their characters know

    Kronous

    Character knowledge is filtered by visible events.

  • Problem

    DMs juggle too many unresolved actions

    Kronous

    Resolve queues and waiting states make pending work visible.

IV.How Kronous Works

From a player's intent to canon the table can trust.

Every action moves through the same loop. A player declares intent. The DM weighs it. The world resolves it. The chronicle records the consequence. Nothing important lives in scrollback. Nothing important is silently overwritten.

Intent to Resolution
  1. 01 · Declared

    Intent

    A player submits what their character is trying to do. Nothing has happened yet — intent is separate from outcome.

  2. 02 · Considered

    Weigh

    The DM reviews context, ask the player for clarification if needed, and decides what the world demands — a roll, a ruling, a check, a complication.

  3. 03 · Answered

    Resolve

    The DM narrates the outcome and turns intent into a resolved event. Rolls land, NPCs respond, the scene moves.

  4. 04 · Recorded

    Consequence

    The resolved event becomes canon in the chronicle. Wait states update, open threads shift, and the next action becomes visible to the table.

V.What Kronous Tracks

The whole campaign, in one place.

Kronous is structured around the parts of a tabletop campaign that are easy to lose between sessions: scenes, intent, resolution, wait states, lanes, time, and what each character actually knows.

Campaign Chronicle
Day 47 · Lane III
Current Scene

The Whispering Forest

Exploration · Beat 3 / 7

Player Intent

Listen for what the trees remember.

Submitted · Waiting on DM

DM Resolving

Calling for a Perception check, lane II.

One ruling owed

Resolved Event

The crow returned at dusk. Witnessed by three.

Recorded · Scene 12

Private Knowledge

A n—— s———— in p——————

Lane II · Audience: One

Open Thread

A debt promised at the ford.

Open · 4 scenes ago

01

Campaign Chronicle

A searchable, structured record of what happened. Not a chat scroll. Not a pile of notes. A campaign chronicle where resolved events become canon.

  • Scene history
  • Resolved events
  • Open threads
  • Past rulings
  • Archived scenes
  • Campaign timeline
02

Player Intent

Players submit what they want to do before the outcome is decided. Intent stays separate from resolution, so the table can tell the difference between what was attempted and what actually happened.

  • Intent submissions
  • Questions to the DM
  • Turn packets for structured play
  • Roll references
  • Private messages
  • Out-of-character notes
03

DM Resolution

The DM turns player intent into canon. Kronous gives the DM a place to answer questions, resolve actions, narrate outcomes, issue rulings, request rolls, and move the scene forward.

  • Resolve queue
  • DM answers
  • DM resolutions
  • Narration posts
  • NPC responses
  • Rules rulings
  • Roll requests
  • Canonical event creation
04

Waiting On

Everyone can see what is blocking the game. Waiting on a player? Waiting on the DM? Waiting on a roll? Waiting on the group? Kronous makes the next step visible.

  • Waiting on player
  • Waiting on DM
  • Waiting on roll
  • Waiting on clarification
  • Waiting on group consensus
  • Waiting on timeline reconciliation
05

Scenes

A campaign is broken into playable scenes. Each scene has a mode, status, participants, submissions, resolved events, and current blockers.

  • Scene creation
  • Scene status
  • Scene participants
  • Scene log
  • Scene archive
  • Current mode
  • Current blockers
06

Lanes

Split the party without breaking the campaign. Lanes let different characters occupy different places, conversations, or sub-scenes while Kronous tracks who is present and what they can observe.

  • Parallel exploration
  • Split-party tracking
  • Lane-specific events
  • Lane-specific visibility
  • Unresolved actions by location
  • Local timelines
07

Fiction Time

Real time and story time are not the same thing. A player may respond three days later, but their character may only spend ten minutes searching a room. Kronous tracks both.

  • Real-world time
  • In-fiction time
  • Scene clocks
  • Downtime tracking
  • Time costs
  • Timeline reconciliation
08

Visibility and Secrets

Not every player knows every truth. Kronous tracks who can see what, who knows what, and when that knowledge entered the story.

  • Public table knowledge
  • Lane-only knowledge
  • Private player + DM knowledge
  • DM-only notes
  • Secrets until revealed
  • Out-of-character separation
VI.Built for DMs

For DMs tired of reconstructing the campaign from memory.

Kronous gives the DM one place to manage the active scene, review pending player intent, answer questions, resolve actions, track time, preserve secrets, and write the events that become canon.

  • Create and manage campaigns
  • Invite players
  • Create scenes
  • Set play modes
  • Create lanes and locations
  • Answer player questions
  • Resolve player intent
  • Post narration
  • Post NPC responses
  • Issue rules rulings
  • Request rolls
  • Advance in-fiction time
  • Manage visibility
  • View unresolved actions
  • Track timeline conflicts
  • Review summaries and transcripts later
VII.Built for Players

For players who want to stay involved even when life gets in the way.

Kronous shows players where their character is, what is happening, what they know, what they can do, and whether the table is waiting on them.

  • See the current scene
  • See current mode and location
  • Know what your character can do now
  • Submit intent
  • Ask the DM a question
  • Read DM responses
  • View resolved scene history
  • See private messages
  • See what you are waiting on
  • See what your character knows
  • Submit structured combat turns later
  • Send audio or video laterPlanned
VIII.Play Modes

Each scene declares how it is played.

Exploration is not combat. Downtime is not an interlude. Each scene sets its own cadence and rules — so the table always knows the shape of the moment.

  • 01

    Exploration

    Travel, investigation, scouting, dungeon movement, social discovery.

  • 02

    Action / Combat

    Structured turns, initiative, targeting, reactions, and resolved outcomes.

  • 03

    Downtime

    Crafting, training, recovery, research, travel, projects, and long-term activities.

  • 04

    Interlude

    Character scenes, private conversations, letters, dreams, relationships, and roleplay beats.

  • 05

    Admin / OOC

    Scheduling, rulings, table agreements, and coordination that should not pollute the fiction.

IXBegin the Chronicle

The table does not have to stop when the session ends.

Start a campaign in Kronous. Let players act when they can. Resolve the world when you are ready. Keep the story moving between sessions.