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Week 1 Studio: What is a scenario?

The opening studio — the five-stage design pipeline the semester follows, and the first raw idea you bring to the table.

22 February 2027

A Call of Cthulhu scenario is five linked decisions, made in order: turn a spark of interest into a premise, fuse it with a Mythos truth and antagonist, commit to a structure, build a clue web that survives a bad die roll, and staff it with puzzles, checks and NPCs that all exist for a reason. Nothing else in this course is Mythos trivia — it’s practice at making those five decisions well.

Blase’s scenario design guide (source #5) works the same five moves at a finer grain — a ten-step “build a scenario from scratch” workflow he notes fits “on two pages of notes”: pick an ordinary starting world, introduce one wrong thing, write the hidden truth, write an opening that gives one lead, name a handful of nodes reachable in any order, put three independent clues behind every conclusion that matters, write an antagonist timeline of visible escalating moves, prepare NPCs with a goal/fear/resource each, choose one action scene and one horror reveal, and list several possible endings. It’s worth having both versions in your head at once this semester: the five-stage version is what this course structures its weeks around, and Blase’s ten steps are a denser checklist for when you’re deep in a draft and need to check nothing got skipped.

Why the course insists on going through all five stages in order, rather than writing a draft in one pass: handing players a first draft as-is tends to surface problems a read-through never catches — which is exactly why this course builds toward a real playtest (week 11) instead of treating “finished on paper” as the same thing as “finished.”

Before the session

Bring one idea, however rough: a creature or entity you find genuinely interesting, a news story or unsolved case that stuck with you, or an object that unsettled you for no obvious reason. It doesn’t need to be Cthulhu-shaped yet — that’s next week’s work.

In the session

A worked walkthrough of the pipeline end to end, using Chaosium’s own free introductory scenario, “The Haunting” (source #1) — neither of your teachers wrote it, and it’s legally available to everyone in this room. Chaosium’s own published retelling of a real playthrough is worth knowing about going in: the players there skip whole locations, improvise past a locked door with a bribe instead of the intended approach, and still land on the same closing hook — evidence that a scenario’s skeleton is meant to survive real players reordering and skipping things, not a script to be run word for word. Then, in pairs: two minutes to pitch your raw idea, one probing question back from your partner. The question is the point — it’s the first sign of whether the idea can carry other people’s attention.

Afterwards

Open a scenario notebook — one document, any format — and write down your idea plus the question your partner asked. Every assessment this semester builds on what goes in that notebook, starting with the Scenario Pitch.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team