7.9 KiB
[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.