I recognize up front this is something most table take care of with verbal's and sharing a note book but there is potential for improvement with a digital system and I don't expect this to be a priority because of that and since it relies on two other systems being implemented before it would be possible.
I have two other Posts one for Multiple Inventory Management and one for Note improvements for the player and the group. It also occurs to me that when ever you have group anything there is potential for people to trip over each other both trying to help but resulting in being counter productive or clumsy. My suggestion for this is assignable Player Meta roles. That way you can assign a Meta role to a specific player or players for access to change specific group functions in order to prevent the "too many cooks in the Kitchen" problem. If a player with permissions couldn't make a session then instead of the GM having to change permissions on each item they new person performing the role needs, they just change the role to the new player and all tabs and pages marked by those roles become manageable by the new player in one selection making it less of Hassel or intrusion on game. It also stops some more shady players, I have had may friends over the years I would trust with my life but not my wallet or to not cheat when I turn my back, and for some that's just getting into character when you play a rogue, lol. That said, this also stops some table arguments because the GM can just assign it. I would also recommend an "All Party Members" option as default for those who don't want to use it and a "Request secret access From GM" for Treasurer and Quartermaster roles so that a player could make a secret attempt to steal from the party if the GM allows it. That can be just good fun. The other 2 as far as I have ever seen are completely meta and it keeps one player from destroying the notes of another in a shared document environment but you need it passable when that player doesn't show or your party doesn't know their own history or flounders for direction if the leader is gone for day.
The initial roles I would suggest would be:
Treasurer - (Example: Laura Baily as Vex) - Access to Party coins and gems (assembly in a chest, bag of holding, bank, or actual treasury vault in their keep)
Quartermaster - (Example: Travis Willingham as Grog) - Access to group shared equipment (players might have their own room in keep or bags on their horse but the Quartermaster might control a pact mule and storage room on the campaign page.
Scribe - (Marisha Ray/Laura Baily) -Session and campaign notes, (GM might drop some quick notes into the campaign tab but its always fair to assume changes or updates happen in game that might need noted and as the GM is busy running the game and perhaps creating stuff on the fly we usually have one player making notes. They also act as historian and party "memory" which is why its useful for everyone to be able to look at it but not always good to have everyone editing it.
Leader - Most groups (not all) have leader or two who ends up keeping things moving even if temporary for "there" part of a story line, I would find it handy for the leader to have a "task board" just noting Party plans and objectives with a current objective that they can bring to the top and the ability to slide subjective under it. It helps keep the team on track when they are floundering, keeps the Leader from forgetting important issues, and it makes the leader seem more "in charge" particularly when a shy player get pushed into or takes the role to expand their character.
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