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ChaosiumCon26/SCENARIO-TEMPLATE.md

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[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.