Roll Call builds a list of every time a campaign could meet, removes the ones that break its rules, ranks the rest, and offers the best few.
1. Build the options
Roll Call starts from the campaign's session schedule windows and cadence. Every day marked preferred or if need be produces possible start times inside its window.
Blackout dates are skipped here, and so are major holidays when that option is on.
2. Check availability
For each player and each possible time, Roll Call works out one of three answers: available, available if need be, or unavailable. It uses the player's recurring availability, their one-off exceptions, and events from a connected calendar.
3. Apply quorum
Any time too few players can make is removed. See quorum.
4. Rank what is left
Roll Call puts the remaining times in order, weighing four things:
- Attendance carries the most weight. The more players who can make a time, the higher it lands.
- Preference. Preferred days beat if-need-be days.
- Time of day, based on when players tend to prefer playing.
- Fairness nudges the order so the same player is not always the one missing out.
5. Offer the proposals
The top times are grouped into cadence windows, so a biweekly campaign is not offered two options in one week. The GM gets up to three options per session. Round size sets how many sessions are filled at once.
Scheduling styles
Style changes how step 4 weighs players:
- Fair spreads participation across the campaign.
- Loyal favours the same core group each session.
- Custom uses a player order the GM sets by hand.
Confirming a time
The GM picks one option per session and confirms. Everyone is notified and RSVPs. On plans with calendar write-back, the session is added to their calendar.
With auto-scheduling on, Roll Call takes the top option itself.
When nothing comes back
Any step above can come up empty, and the fix depends on which. See Roll Call could not find any times.