What is covered, week by week, and which topics each lecture draws on.
Lectures give you the input the following studio needs — a framework, a distinction, a way of thinking about a problem — before you apply it to your own draft. They’re deliberately short: the detail lives in the studios and assessments, not here.
Why design, not lore
The opening lecture — why this course teaches the design process behind a CoC scenario rather than Mythos trivia or system rules.
Week 1 · 22 February 2027
Mythos flavour without lore
Week 2 — the four generic Mythos flavours as a tool for building a premise, without needing deep setting knowledge first.
Week 2 · 1 March 2027
Linear and open structures
Week 4 — what a linear throughline and an open investigation structure each cost, and each buy, before any scene gets written.
Week 4 · 15 March 2027
Two ways to classify a clue
Week 6 — the guiding/revealing and literature/social/trace taxonomy alongside Blase's core/supporting/advantage framework.
Week 6 · 29 March 2027
Designing for failure
Week 8 — why a skill check should change the story's cost, not gate its only path, and how Sanity fits that same logic.
Week 8 · 12 April 2027
Implication over description
Week 10 — why horror comes from what's withheld, and how escalation needs warning shots before it can be lethal.
Week 10 · 26 April 2027