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Has anyone used and kind of VCS for their campaigns or campaign development?

herrozerro

First Post
I have been recently exposed to github and while I have used some VCS for work, I find the concept interesting. I currently use googledrive/dropbox for almost all of my gaming needs from storage to development in the case of google docs. I have also used in the past Various wiki's including obsidian portal.

But VCS handles these things differently, you can fork and manage multiple branches. I could see it being a boon for multiple GMs working off a shared setting or developing a game itself.

So have you every used VCS for your games?
 

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It would seem a bit heavy-handed to use version control software for my home campaign development.

If I were working with a large team (say, for a live-action game with 80+ players, each with their own pot elements written by various people) then maybe it'd be worth it.
 

I use a VCS for my campaign documents, like house rules, setting background, etc. Originally it was CVS, then darcs and now git. With documents, it's handy to be able to back things out, test out major formatting changes, etc. I haven't used branching, because I really haven't had the need for these things. I use LaTeX for most campaign documents.

I don't use it for my regular notes. I see very little benefit to that. The only thing I could think of would be if I had notes over a very long span of time and I wanted to look back to see when something was added. But it's not a good fit.

If you kept all your notes in a filesystem then you could use a VCS as both a replication mechanism across machines as well as a backup method, but stuff like Google Drive and Dropbox seem to do well enough at that.

Now... I do use git for any software I write for my campaign.
 

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