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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.*