# [Event ##] – [System]: [Title] --- ## MASTER RULES (apply to all scenarios) ### Structure - **Introduction** → **Act One** → **Act Two** → **Act Three** → **Epilogue** - Maximum runtime: **3 hours 30 minutes (210 minutes)** - Acts are weighted: Act One ~30%, Act Two ~45%, Act Three ~15%, Intro/Epilogue ~10% - Act Three **always** happens — compress Act Two if needed, never sacrifice the climax ### Clues - Clues follow a **guided trail** — each clue points toward the next - The trail should not be obvious; players should feel they discovered it, not followed a map - Every act has at least **one essential clue** (must be found) and **one optional clue** (rewards thorough players) - If players miss an optional clue, the trail remains intact - If players miss an essential clue, the GM has a fallback (NPC volunteer, environmental prompt) ### NPCs - Every NPC has: physical description, motivation, what they know, disposition, and stat block - Stat blocks are system-specific and noted with a quick-reference tag (see Mechanics) ### System Mechanics - Mechanics are called out inline as quick references only - Format: `[MECHANIC: Skill/Roll — what it reveals or does]` - Examples: - `[CoC: Spot Hidden — notices the torn hem]` - `[CoC: Sanity 0/1D4 — witnessing the creature]` - `[BRP: Perception — hears movement upstairs]` - `[Ringworld: Awareness — detects energy signature]` ### Artwork - Style: **ink sketch and pencil illustration** - Feel: hand-drawn, simple, not photorealistic - Each scenario defines its own specific art direction - Assets are generated per scenario and listed in the Artwork section - Asset IDs follow format: `[EventNum]-ART-[##]` (e.g., `95-ART-01`) --- ## Overview - **Event Number:** - **System:** - **Setting:** - **Tone:** - **Maximum Runtime:** 3 hours 30 minutes - **Players:** 6 (pre-generated characters) - **Art Style:** *(defined per scenario — ink sketch / pencil illustration base)* --- ## Session Timing Guide | Section | Duration | Cumulative | GM Checkpoint | |---------|----------|------------|---------------| | Introduction | ~15 min | 0:15 | Players briefed, atmosphere set | | Act One — Setup | ~60 min | 1:15 | Essential clue found, hook to Act Two established | | Act Two — Investigation | ~90 min | 2:45 | Truth revealed, players heading to confrontation | | Act Three — Climax | ~30 min | 3:15 | Confrontation resolved | | Epilogue / Wrap-up | ~15 min | 3:30 | Table debrief done | **Hard rule:** At the 2:45 mark, move to Act Three regardless. See each act's Pacing Note for fast-track options. --- ## Plot Summary *The full story — what is really happening from start to finish, regardless of player actions. Written from the GM's perspective. This is the truth of the scenario.* --- ## Player Experience *The scenario as the players will live it. What they encounter, feel, and decide. Written from the table's perspective — not the hidden truth.* --- ## Pre-Game Handouts *Handouts given before or at the very start of play — invitations, telegrams, briefing documents, area maps.* | ID | Description | Format | When Given | |----|-------------|--------|------------| | [##]-H00-A | | | Before play / Session open | --- ## Introduction *(~15 minutes)* ### Opening *Read-aloud or paraphrase text to open the session. Sets tone, location, and immediate situation.* ### Player Briefing *What the players know at the start. Their reason for being here together.* ### Atmosphere Notes *Music, lighting, tone cues for the GM.* --- ## ACT ONE — [Title] *(~60 minutes)* > **Goal:** Establish the world, the threat, and the players' place in it. Plant seeds for Act Two. ### Summary *What happens in this act. What needs to be achieved before moving on.* ### Locations #### [Location Name] - **Description:** - **Atmosphere:** - **Key Details / Secrets:** - **Artwork Asset:** *(repeat for each location)* ### NPCs #### [NPC Name] - **Role:** - **Physical Description:** - **Motivation:** - **What They Know:** - **Disposition:** *(friendly / neutral / hostile / hidden agenda)* - **Mechanics:** - STR: | CON: | SIZ: | DEX: | INT: | POW: | APP: | EDU: - HP: | Sanity: *(CoC only)* | Luck: *(CoC only)* - Skills: - Attacks: - Special: *(repeat for each NPC)* ### Clue Trail | # | Clue | Location / Source | How Found | What It Reveals | Type | |---|------|-------------------|-----------|-----------------|------| | 1 | | | | | Essential | | 2 | | | | | Optional | **Fallback:** *If the essential clue is missed, how does the GM introduce it naturally?* ### Story Hooks *Threads to pull if players stall, argue, or go off-track.* - - ### Handouts | ID | Description | Format | |----|-------------|--------| | [##]-H01-A | | | ### Pacing Note *What must happen before Act Two begins. If the clock hits 1:15, trigger this:* > Fast-track: [specific action to jump forward] --- ## ACT TWO — [Title] *(~90 minutes)* > **Goal:** Investigation, revelation, escalation. Players make the meaningful choices that define the ending. ### Summary ### Locations #### [Location Name] - **Description:** - **Atmosphere:** - **Key Details / Secrets:** - **Artwork Asset:** ### NPCs #### [NPC Name] - **Role:** - **Physical Description:** - **Motivation:** - **What They Know:** - **Disposition:** - **Mechanics:** - STR: | CON: | SIZ: | DEX: | INT: | POW: | APP: | EDU: - HP: | Sanity: | Luck: - Skills: - Attacks: - Special: ### Clue Trail | # | Clue | Location / Source | How Found | What It Reveals | Type | |---|------|-------------------|-----------|-----------------|------| | 3 | | | | | Essential | | 4 | | | | | Optional | | 5 | | | | | Optional | **Fallback:** *If essential clues are missed going into Act Three:* ### Story Hooks ### Handouts | ID | Description | Format | |----|-------------|--------| | [##]-H02-A | | | ### Pacing Note *At 2:45, move to Act Three. Fast-track:* > [specific action to jump to climax] --- ## ACT THREE — [Title] *(~30 minutes)* > **Goal:** Everything comes to a head. Fast pace, high stakes. No new information — only consequences. ### Summary ### Locations #### [Location Name] - **Description:** - **Atmosphere:** - **Key Details / Secrets:** - **Artwork Asset:** ### NPCs / Antagonists #### [Name] - **Role:** - **Physical Description:** - **Motivation:** - **Disposition:** - **Mechanics:** - STR: | CON: | SIZ: | DEX: | INT: | POW: | APP: | EDU: - HP: | Sanity: | Luck: - Skills: - Attacks: - Special: ### Clue Trail *Minimal — Act Three is about action and consequence, not discovery.* | # | Clue | Purpose | |---|------|---------| | 6 | | Confirms/recontextualises what players already know | ### Story Hooks *Contingencies if players freeze, make catastrophic choices, or head for a bad ending.* ### Handouts | ID | Description | Format | |----|-------------|--------| | [##]-H03-A | | | ### Pacing Note *30 minutes maximum. If unresolved at 3:15:* > [how to force a resolution] --- ## Epilogue / Conclusion *(~15 minutes)* ### Outcomes | Outcome | Trigger Condition | What Happens | |---------|------------------|--------------| | **Full Success** | | | | **Partial Success** | | | | **Failure** | | | | **Pyrrhic** | | | ### Closing Scene *Read-aloud or paraphrase to close the session, adaptable to outcome.* --- ## Artwork Assets - **Art Style:** Ink sketch and pencil illustration. Simple, hand-drawn feel. Not photorealistic. - **Scenario Art Direction:** *(defined per scenario)* | Asset ID | Description | Used In | Generation Prompt | |----------|-------------|---------|-------------------| | [##]-ART-01 | Cover image | Intro | | | [##]-ART-02 | | Act One | | | [##]-ART-03 | | Act Two | | | [##]-ART-04 | | Act Three | | --- ## The Tangent *After completing this scenario, one alternative direction the story could have taken — or a follow-up thread worth pulling in a future session.* --- ## GM Notes *Private — pacing advice, tone reminders, player-specific considerations, things to watch for.*