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