How to Write a Call of Cthulhu Scenario#
Design process, not Mythos trivia
This is not a rules course#
It’s not Mythos lore either.
It’s what a Keeper actually does to turn an idea into a runnable scenario.
Five decisions, in order#
- Premise — a spark, made specific
- Truth & antagonist — what actually happened, and why
- Structure — linear or open, committed to early
- Clues, puzzles, checks, NPCs — built to survive a bad roll
- Playtest & assembly — tested on someone else, handed to someone else
The scenario isn’t finished when it reads well. It’s finished when someone else can run it.
Where this comes from#
- the convenor’s own scenario-writing practice, week by week
- checked against Chaosium’s own Keeper-craft guidance, Blase’s clue framework, and Petersen’s Alexandrian model
- where they disagree, the course teaches both and says so
This semester#
- weeks 2–5: premise → truth → structure → scenes
- weeks 6–9: clues → puzzles → checks → NPCs
- weeks 10–12: atmosphere → playtest → assembly
Four assessments track the same arc — pitch, architecture, playtest report, final scenario.
Before next week#
Bring one idea. A creature, a news story, an object. It doesn’t need to be Mythos-shaped yet.