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Bookwormburrows · Series II

The Burrow Notebook

session companion to The Bookwormcard

A free 32-page companion to The Bookwormcard and to whatever notebook you already love. The card holds who your bookworm is. This book holds the rules, the safety tools, and the running record of every book you have ever burrowed into.

v2.0 · 222 KB · 32 pages · US Digest
the-burrow-notebook_v2-1.pdf
universal · for any campaign, in any dimension
Download PDF
your-teammate-page_v0-1.pdf

A supplement page for tracking the bookworms you cross dimensions with. Use one page per teammate. Polymythdnd OP-3 bond-layer-between-PCs implementation per T115k.

Download teammate supplement
the-burrow-notebook-supplement_v0-1.pdf

A six-page supplement on three practices to add to your burrow toolkit: antihivemind (how to stop a burrow from collapsing into one shared opinion), marshmellowmonster (the shortcut creature that eats the work when the burrow agrees too fast), and the btwn-world (five names for the space between worlds where the burrow itself takes place). Carry it folded inside your Burrow Notebook.

Download antihivemind supplement

What is inside

Front matter

Cover with owner fields. Inside cover with the three rules, the symbol key, the four zones of a session spread. Safety tools page with X-card, lines, and veils.

Fifteen session spreads

Left page is the four-zone master: header strip, cue column, rapid-log notes, one-sentence summary. Right page is sketch and reflection. Blank, universal, ready for any dimension.

Cross-session trackers

People (NPC dossier cards). Places (map plus place cards). Burrow log for crossings. Marshmellowblob check-in for when your character is fading.

Inventory and sources

Rainbow Items inventory with the three modes (dissolve, convert, remain). Source log with citation slots across two sheets.

Quests log

Ten universal deliverable categories (essay, letter, oral history, photo-text, deposition, period news article, protocol study, business history brief, comparative geography, listening journal) plus ten blank slots for your own.

End of campaign

The smash, again. Migration of open threads. Six perforated spark cards. Back cover with attribution.

How to use it

  1. Before any session, fill in your bookwormcard at /bookwormcard/.
  2. Open the notebook to the inside cover. Read the three rules and the symbol key. That is the only reading you do.
  3. Every session after, rapid-log on the left page during play, sketch and reflect on the right page after. task, o event, note, ? open question.
  4. Between sessions, migrate open questions forward. Run the Marshmellowblob check-in if your character is fading.
  5. At the end of the campaign, pick a quest. Deliver it. Synthesize what you carry out as Rainbow Items.

The paragraph is the game mechanic

Bookwormburrows is not dice-driven. Outcomes are adjudicated by the quality of your writing. A strong paragraph about what your character does means your action succeeds. A weak paragraph means it fails. An ambiguous paragraph means a mixed outcome. Your DM narrates the consequence; you receive the narrated outcome and the academic grade for the same paragraph. The notebook is built around this rule.

License

Creative Commons BY-NC-SA 4.0. Print, share, adapt for your classroom, attribute to seminarschools.com. Commercial use requires permission.