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How To Use Obsidian For Role Playing Games (to understand Information Architecture) thumbnail

How To Use Obsidian For Role Playing Games (to understand Information Architecture)

5 min read

Based on Obsidian Explained (No Code Required)'s video on YouTube. If you like this content, support the original creators by watching, liking and subscribing to their content.

TL;DR

Design Obsidian vault structure around retrieval speed: store mechanics as small, reusable notes and assemble them into gameplay and character views via embedding.

Briefing

Information architecture becomes practical in Obsidian when notes are organized around how people need to *retrieve* rules and state during play—especially for role-playing games where progress, relationships, and mechanics change constantly. The core workflow here uses a mix of “one note per idea” (atomic notes) and “one big document” (a gameplay guide or character sheet) built by embedding and linking smaller notes. That combination reduces scrolling, keeps rules close at hand, and prevents the common failure mode of knowledge bases: losing the right detail at the wrong moment.

The setup is demonstrated using a solo RPG framework (Starforged, with a cast-iron style rules hack referenced as the source of the mechanics). A folder called “star forged” holds game-specific structure, including a character sheet and administrative sections. The character sheet is treated like a template so new characters start with the same headings and layout. From there, the organization splits into two competing approaches: a single document that contains everything versus separate notes for each entity (like each vehicle, person, or rule component). The single-document approach is simpler to drop into a canvas or diagram, but it breaks down when relationships need to be shown separately. The per-entity approach is more flexible but creates friction from creating and managing many documents.

To bridge that gap, the vault uses Obsidian linking and embedding in targeted ways. For example, “epic” ranking rules are stored in their own note, then linked so a quick command-click or hover preview reveals the exact progress and growth values without opening the full rules file. Progress tracking is handled similarly: instead of a static description, the vault embeds a “progress” view that updates from “0 out of 24” up through “24 out of 24,” letting the player change progress and immediately see the interface reflect it.

Relationships introduce the trickiest constraint. When a canvas or relationship map would otherwise pull multiple people into the same embedded section, the workaround is to embed only a specific heading from a larger “people” note—so one relationship card appears while others stay hidden. This keeps the “single document” convenience for diagrams while preserving the “separate entity” clarity needed for distinct relationship states.

The same embedding-and-linking pattern scales to the full “gameplay guide,” where each rules section becomes its own note, then gets reassembled into a single ordered document. That “one document to rule them all” design makes it easy to collapse sections, jump via headings, and reference rules from multiple places. Even deeper, self-referential linking is used so a section can show only the relevant embedded portion rather than recursively dumping the entire document.

Finally, the transcript shows how the interface supports play: a character sheet uses Berkeley Mono glyphs to render progress and momentum as visual rings and bars, and the dice roller plugin provides D6/D12/percentage dice with modifiers and “oracle” lookups. The result is an Obsidian vault that functions like a responsive rules dashboard—where information architecture isn’t abstract, but directly tied to faster decisions, fewer missed mechanics, and less time hunting for what matters mid-session.

Cornell Notes

The transcript argues that Obsidian becomes useful for RPGs when information architecture is designed for fast retrieval during play. It combines “atomic notes” (one note per rule concept, entity, or mechanic) with “big documents” (gameplay guide and character sheet) built by embedding and linking those atomic notes. Linking and hover previews let players check details like Starforged progress ranks without opening separate files, while embedded progress views make state changes visible (e.g., 0/24 through 24/24). Relationship diagrams are handled by embedding only specific headings from larger notes, preventing unrelated people from appearing together. The approach reduces scrolling and missed rules while keeping the vault flexible as the campaign evolves.

Why does “information architecture” matter specifically for running an RPG in Obsidian?

RPG play demands constant lookups: what a progress rank means, what a trait does, how wounded is defined, and which relationship state applies. The transcript frames information architecture as the system that keeps those details reachable “when needed,” so players don’t waste time hunting through a vault. The practical method is to store mechanics as small, reusable notes and then assemble them into a gameplay guide and character sheet via embedding and links, so the right rule appears at the right moment.

What tradeoff exists between “one note for everything” and “one note per thing,” and how is it handled?

A single document is easier for assembling a canvas-style diagram, but it becomes awkward when relationships or entities must stay separate. One note per entity is more flexible—each person, vehicle, or rule component can be referenced independently—but it’s more work to create and manage many documents. The transcript’s workaround is hybrid: keep atomic notes for flexibility, then embed only the needed sections/headings into the larger “one document” views.

How does linking and hover preview reduce rule-check friction during gameplay?

Rules like Starforged progress rankings (e.g., “epic” meaning earn one progress and six growth) are stored in their own notes. The character sheet or people section links to those notes so a command-click opens the full file, while command-mouseover shows a popup preview of the relevant contents. That means the player can confirm mechanics instantly without navigating away from the main character view.

How is progress tracking made interactive rather than static?

Progress is represented as embedded views that update visually. The transcript describes a “progress” folder containing notes for each step (1 out of 24, 2 out of 24, … up to 24 out of 24). When the player changes progress (for example, from 4 to 11), the embedded progress display updates accordingly, making the character’s state visible at a glance.

What’s the relationship-diagram workaround when a single embedded people note shows multiple people at once?

When embedding a whole “people” note into a canvas or relationship card causes multiple people to appear together, the fix is to embed only a specific heading from that note. The transcript embeds just the “Master” heading so only that person’s relationship card renders, while other people remain hidden. The card still supports hover previews and links to the underlying file.

How do dice rolling and oracle lookups fit into the Obsidian RPG setup?

The dice roller plugin is used for in-vault mechanics: D6 and D12 rolls, modifiers (e.g., rolling Edge with a modifier and computing the result), and percentage dice for oracle-style outcomes. Oracle tables from the cast iron rules hack are implemented as D6-based lookups: roll one die to choose a column, then roll again to select the row result (e.g., “Wayward,” “Hunter,” etc.), supporting character creation and random events without leaving the notes.

Review Questions

  1. When would embedding only a specific heading from a larger note be preferable to embedding the entire note in Obsidian?
  2. How does the transcript’s hybrid approach (atomic notes plus big embedded documents) reduce scrolling and rule-check time during an RPG session?
  3. What visual interface elements (glyphs, progress bars, momentum indicators) are used to make character state easier to read at a glance, and why does that matter for play?

Key Points

  1. 1

    Design Obsidian vault structure around retrieval speed: store mechanics as small, reusable notes and assemble them into gameplay and character views via embedding.

  2. 2

    Use templates for character sheets so new characters start with the same headings and layout every time.

  3. 3

    Prefer a hybrid model: one note per idea for flexibility, plus a “single place” document (gameplay guide/character sheet) that embeds the relevant sections.

  4. 4

    Link rules to character state so hover previews or command-clicks reveal exact values (like progress rank effects) without breaking flow.

  5. 5

    Track progress with embedded, step-based notes (e.g., 0 out of 24 through 24 out of 24) so updates are immediately visible.

  6. 6

    Handle relationship diagrams by embedding only the needed heading from a larger people note to prevent unrelated entities from appearing together.

  7. 7

    Use the dice roller plugin for D6/D12/percentage dice and oracle lookups so rolls and results stay inside the same Obsidian workflow.

Highlights

Progress ranks and growth rules are stored as separate notes, then surfaced through links and hover previews so players can confirm mechanics instantly.
A “progress” folder with notes for each step (0/24 through 24/24) enables an embedded progress display that updates as the character advances.
Relationship cards on a canvas can be fixed by embedding only a single heading from a larger people note, keeping entities separate while still using one source of truth.
The gameplay guide works like a reassembled rules PDF: atomic rule notes become headings inside one collapsible, navigable document.
Berkeley Mono glyphs are used to render progress rings and momentum bars as copy-pasteable interface elements on the character sheet.

Topics

Mentioned

  • Obsidian
  • Berkeley Mono
  • Dice Roller
  • Starforged
  • Cast Iron
  • D6
  • D12