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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