# Scenario Design Checklists

Comprehensive checklists for creating Break Escape scenarios. Use these to ensure all mandatory elements are included and maintain quality standards.

---

## Table of Contents

1. [Pre-Design Checklist](#pre-design-checklist)
2. [Narrative Design Checklist](#narrative-design-checklist)
3. [Technical Design Checklist](#technical-design-checklist)
4. [NPC & Dialogue Checklist](#npc--dialogue-checklist)
5. [Educational Content Checklist](#educational-content-checklist)
6. [Writing & Tone Checklist](#writing--tone-checklist)
7. [Technical Implementation Checklist](#technical-implementation-checklist)
8. [Polish & Quality Checklist](#polish--quality-checklist)
9. [Tool Placement Checklist](#tool-placement-checklist)
10. [LORE Fragment Checklist](#lore-fragment-checklist)

---

## Pre-Design Checklist

**Complete BEFORE any technical implementation begins.**

### Foundation
- [ ] Core concept defined (What is the scenario about?)
- [ ] One-sentence hook written (Elevator pitch)
- [ ] Learning objectives identified (Which CyBOK areas?)
- [ ] Scenario type selected (Infiltration, IR, Pen test, etc.)
- [ ] Target difficulty set (Beginner/Intermediate/Advanced)
- [ ] Estimated playtime: ~60 minutes
- [ ] Unique feature identified (What makes this special?)

### ENTROPY Selection
- [ ] ENTROPY cell selected from established 11 cells
- [ ] Cell specialization matches educational objectives
- [ ] Cell provides context for technical challenges
- [ ] Organizational model chosen:
  - [ ] Fully Controlled Corporation (all ENTROPY)
  - [ ] Infiltrated Organization (identify the insider)
  - [ ] Hybrid Operation (controlled + infiltrated)
- [ ] Villain tier selected:
  - [ ] Tier 1 (Mastermind) - background presence only
  - [ ] Tier 2 (Cell Leader) - defeatable, can escape
  - [ ] Tier 3 (Specialist) - fully defeatable
  - [ ] New one-off antagonist following patterns

### Educational Planning
- [ ] Primary CyBOK knowledge areas selected (2-4 areas)
- [ ] Secondary CyBOK areas identified (optional)
- [ ] Technical challenges mapped to learning objectives
- [ ] Educational depth appropriate for difficulty level
- [ ] Real-world application clear
- [ ] All story paths achieve same learning outcomes

### Tone & Setting
- [ ] Narrative tone established (Serious corporate, horror cult, etc.)
- [ ] Comedy level appropriate (mostly serious with moments)
- [ ] Setting/location defined (Company name, industry, office type)
- [ ] Cover story for player (Consultant, auditor, new hire, etc.)
- [ ] Threat/stakes articulated (What happens if player fails?)

### Review Complete Scenario Requirements
- [ ] Reviewed full Scenario Content Requirements Checklist
- [ ] Understand all mandatory elements
- [ ] Prepared to meet minimum requirements

---

## Narrative Design Checklist

**Complete narrative outline BEFORE technical implementation.**

### 3-Act Structure Outline (MANDATORY)

#### Pre-Mission
- [ ] Mission briefing written (cutscene at SAFETYNET HQ)
- [ ] Handler character assigned (Agent 0x99, Director Netherton, etc.)
- [ ] Hook establishes immediate situation/threat
- [ ] ENTROPY intel provided (What do we suspect?)
- [ ] Cover identity explained to player
- [ ] Primary objectives previewed
- [ ] Available equipment mentioned
- [ ] Optional: Field Operations Handbook reference (max 1, humorous)

#### Act 1: Setup & Entry (15-20 min)
- [ ] Starting room defined (usually reception or entry)
- [ ] Initial player interactions designed
- [ ] Optional: Cold open considered (in media res, enemy action)
- [ ] Optional: Incoming phone message/voicemail
- [ ] Starting room NPC(s) present meaningful choices
- [ ] Initial player choices create branching logic
- [ ] **3+ locked areas/mysteries visible** (creates exploration goals)
- [ ] Something suspicious established (Raises questions)
- [ ] First act ends with player wanting to investigate further

**Example Act 1 Beats:**
- Arrive at target location under cover
- Meet receptionist or first NPC
- Get initial access to facility
- Explore 2-3 initial rooms
- Discover 3+ locked doors or secured areas (cannot open yet)
- Find first clue suggesting ENTROPY involvement
- Realize situation more complex than briefing suggested

#### Act 2: Investigation & Revelation (20-30 min)
- [ ] Multi-room investigation with backtracking required
- [ ] **"Things aren't as they seemed" revelation/twist** planned
- [ ] Villain monologue or revelation designed:
  - [ ] Recorded message/log, OR
  - [ ] Face-to-face confrontation, OR
  - [ ] Discovered through evidence accumulation
- [ ] **3-5 major player narrative choices** with real consequences
- [ ] Choices affect NPC relationships and available information
- [ ] **3-5 LORE fragments** discoverable through investigation
- [ ] Evidence accumulation leading to confrontation
- [ ] Moral grey areas present interesting decisions
- [ ] Backtracking puzzle chains implemented (see Technical Checklist)
- [ ] Player discovers true extent of ENTROPY involvement
- [ ] Act ends with confrontation imminent

**Example Act 2 Beats:**
- Gain access to restricted areas
- Gather evidence from multiple locations
- Discover encrypted communications (decrypt them)
- Identify which NPC is the ENTROPY agent
- Uncover the ENTROPY scheme (what are they doing?)
- Make moral choices (how to handle innocent employees?)
- Collect final evidence needed for confrontation
- Locate ENTROPY agent for final act

#### Act 3: Confrontation & Resolution (10-15 min)
- [ ] Climactic confrontation with ENTROPY agent designed
- [ ] **5-6 distinct confrontation options** available:
  - [ ] Practical exploitation (use them for access)
  - [ ] Arrest (by-the-book, ethical)
  - [ ] Combat (aggressive confrontation)
  - [ ] Recruitment (flip as double agent)
  - [ ] Interrogation (extract intelligence first)
  - [ ] Understanding (learn their motivations)
- [ ] Each option has distinct dialogue written
- [ ] Optional: Incoming phone messages for drama/pressure
- [ ] Final challenges test learned skills
- [ ] **All primary objectives completable in all choice paths**
- [ ] Mission completion feels earned
- [ ] Resolution satisfying regardless of player approach

**Example Act 3 Beats:**
- Confront ENTROPY agent with evidence
- Player chooses confrontation approach
- Secure final objectives
- Complete mission successfully
- Optional: ENTROPY agent escapes or is captured (based on choices)

#### Post-Mission Debrief
- [ ] **Minimum 3 ending variations** based on player choices
- [ ] Each ending acknowledges specific player choices explicitly
- [ ] Shows consequences without heavy moral judgment
- [ ] Reveals intelligence gained about ENTROPY
- [ ] Company/organization fate addressed
- [ ] NPC outcomes revealed based on player choices
- [ ] Connection to larger ENTROPY network mentioned
- [ ] Updates player specializations (CyBOK areas)
- [ ] Optional: Teaser for future threats/recurring villains

**Example Debrief Elements:**
- Handler comments on methods used (pragmatic, ethical, aggressive)
- Reveals what happened to NPCs after mission
- Explains broader ENTROPY implications
- Updates CyBOK specializations
- Optional: Hint at next mission or recurring villain

### Branching Narrative & Major Choices

**Required: Minimum 3-5 major story choices per scenario**

- [ ] **Choice 1:** _________________________ (describe situation)
  - [ ] Minimum 3 distinct options designed
  - [ ] Consequences of each option defined
  - [ ] Impact on narrative documented

- [ ] **Choice 2:** _________________________ (describe situation)
  - [ ] Minimum 3 distinct options designed
  - [ ] Consequences of each option defined
  - [ ] Impact on narrative documented

- [ ] **Choice 3:** _________________________ (describe situation)
  - [ ] Minimum 3 distinct options designed
  - [ ] Consequences of each option defined
  - [ ] Impact on narrative documented

- [ ] Optional **Choice 4:** _________________________
- [ ] Optional **Choice 5:** _________________________

### Moral Ambiguity (Required: at least 1)
- [ ] At least one choice presents genuine moral dilemma
- [ ] No obviously "correct" answer
- [ ] Each option has valid reasoning and consequences
- [ ] Debrief acknowledges moral complexity

### ENTROPY Agent Confrontation (REQUIRED)
When player discovers ENTROPY agent, all options must be available:

- [ ] **Practical Exploitation** option
  - [ ] Dialogue written
  - [ ] Mechanical benefit defined (access, information, etc.)
  - [ ] Consequence/debrief variation written

- [ ] **Arrest (By the Book)** option
  - [ ] Dialogue written
  - [ ] Standard procedure defined
  - [ ] Consequence/debrief variation written

- [ ] **Combat** option
  - [ ] Combat trigger implemented
  - [ ] Combat difficulty appropriate
  - [ ] Consequence/debrief variation written

- [ ] **Recruitment/Double Agent** option
  - [ ] Dialogue/persuasion written
  - [ ] Success and failure branches defined
  - [ ] Ongoing intelligence operation designed (if success)
  - [ ] Consequence/debrief variations written

- [ ] **Interrogation First** option
  - [ ] Interrogation dialogue tree designed
  - [ ] Intel revealed documented
  - [ ] Can lead to other options afterward

### Multiple Endings (Required: minimum 3)
- [ ] **Ending A:** _________________________ (describe)
  - [ ] Unique debrief dialogue written
  - [ ] Reflects specific player choices

- [ ] **Ending B:** _________________________ (describe)
  - [ ] Unique debrief dialogue written
  - [ ] Reflects specific player choices

- [ ] **Ending C:** _________________________ (describe)
  - [ ] Unique debrief dialogue written
  - [ ] Reflects specific player choices

---

## Technical Design Checklist

### Room Structure & Layout

**Spatial Design:**
- [ ] **5-10 rooms** minimum (appropriate for ~1 hour gameplay)
- [ ] Tree-based layout with north/south connections
- [ ] Starting room defined (typically reception or entry)
- [ ] Room connections mapped (which rooms connect to which)
- [ ] Fog of war implementation planned (unexplored rooms hidden)
- [ ] Spatial layout makes logical sense

**Room Variety (include at least 4 types):**
- [ ] Reception/Entry area
- [ ] Standard office(s) (minimum 2)
- [ ] Executive office
- [ ] Server room or IT office
- [ ] Conference room
- [ ] Storage/Archive room
- [ ] Bathroom/Break room
- [ ] Special room (basement, secret room, etc.)
- [ ] At least 1 Secure Area (server room, executive office, vault, etc.)

### Interconnected Puzzle Design (CRITICAL)

**Required Non-Linear Elements:**
- [ ] **At least 3 locked doors/areas visible early**
  - [ ] Creates mystery and exploration goals
  - [ ] Cannot all be solved immediately
  - [ ] Player must explore to find solutions

- [ ] **At least 2 multi-room puzzle chains**
  - [ ] Challenge discovered in Room A
  - [ ] Solution/clue found in Room B or beyond
  - [ ] Requires backtracking to Room A
  - [ ] Each chain involves 3+ rooms

- [ ] **At least 1 major backtracking chain** (primary objective)
- [ ] **At least 1 optional backtracking chain** (bonus objective)
- [ ] **NOT purely linear room-by-room progression**
- [ ] Multiple rooms accessible simultaneously
- [ ] Solutions to puzzles require information from multiple rooms

**Documented Backtracking Example:**
- [ ] **Room A:** Challenge presented: _________________________
- [ ] **Room B/C:** Clues/items discovered: _________________________
- [ ] **Return to Room A:** Solution applied: _________________________

### Security Mechanisms

**Required Security Types (minimum 4 different types):**
- [ ] **Key-based locks** (at least 2)
  - [ ] Keys hidden as puzzle solutions
  - [ ] Consider if lockpicks available later

- [ ] **PIN code systems** (at least 1)
  - [ ] PIN discoverable through investigation
  - [ ] 4-digit standard, 5-6 for high security
  - [ ] Consider PIN cracker placement

- [ ] **Password systems** (at least 2)
  - [ ] Passwords discoverable via notes, social engineering, or exploitation
  - [ ] Contextual hints provided

- [ ] **One advanced security mechanism:**
  - [ ] Biometric (fingerprint) authentication, OR
  - [ ] Bluetooth proximity lock, OR
  - [ ] Multi-factor authentication, OR
  - [ ] Network-based access control

### Cryptography & Encoding (minimum 2 challenges)

- [ ] **CyberChef integration** present
  - [ ] Accessed via in-game laptop/workstation
  - [ ] At least 1 decryption challenge
  - [ ] Keys/IVs discoverable through context

- [ ] **Difficulty-appropriate cryptography:**
  - [ ] **Beginner:** Base64, Caesar cipher, simple encoding
  - [ ] **Intermediate:** AES symmetric encryption, MD5 hashing
  - [ ] **Advanced:** RSA, Diffie-Hellman, complex multi-stage

- [ ] **Contextual clues for cryptographic parameters**
  - [ ] Keys derived from narrative (names, dates, phrases)
  - [ ] IVs found in related documents
  - [ ] Algorithm choice hinted in messages

### VM Challenges (optional but recommended)
- [ ] At least 1 VM available (Linux or Windows)
- [ ] VM presented with narrative context (workstation, server, etc.)
- [ ] Challenge appropriate to difficulty level
- [ ] Time commitment: 10-15 minutes maximum per VM
- [ ] Results provide useful information for physical puzzles

### Physical-Cyber Integration
- [ ] At least 2 puzzles combining physical and digital elements
- [ ] Example combinations implemented:
  - [ ] Fingerprint dusting → bypass biometric lock on computer
  - [ ] Bluetooth scanning → find device that unlocks door
  - [ ] Physical document → contains encryption key
  - [ ] Computer logs → reveal physical safe location

---

## NPC & Dialogue Checklist

### Minimum NPC Requirements
- [ ] **Minimum 3 NPCs** with distinct personalities
- [ ] Maximum 8 NPCs (scope management)
- [ ] **At least 1 helpful NPC** (provides assistance/hints)
- [ ] **At least 1 neutral NPC** requiring social engineering
- [ ] **At least 1 suspicious/ENTROPY NPC** (potential double agent)

### For Each Significant NPC

**NPC 1: _________________________ (Name/Role)**
- [ ] Name and role defined
- [ ] Starting trust level (0-10)
- [ ] Personality traits (minimum 3)
- [ ] Dialogue style/voice established
- [ ] Catchphrase (if recurring character)
- [ ] Information they can provide listed
- [ ] Items they can give (if any)
- [ ] Trust level thresholds for different interactions
- [ ] Potential to be ENTROPY agent? (Yes/No)
- [ ] Ink script branching dialogue prepared (minimum 2 branches)

**NPC 2: _________________________ (Name/Role)**
- [ ] [Same checklist as NPC 1]

**NPC 3: _________________________ (Name/Role)**
- [ ] [Same checklist as NPC 1]

### ENTROPY Agent/Double Agent (REQUIRED - at least 1)
- [ ] Identity designed (which NPC is secretly ENTROPY?)
- [ ] Evidence trail planned (how player discovers identity)
- [ ] Reveal trigger defined (what action reveals them?)
- [ ] Confrontation dialogue written (all choice branches)
- [ ] Transformation to combat NPC prepared (if applicable)

### Dialogue Design
- [ ] Each significant NPC has defined personality
- [ ] Each significant NPC has dialogue style/voice
- [ ] Recurring characters use appropriate catchphrases
- [ ] Trust levels defined and tracked (0-10 scale)
- [ ] Dialogue branches prepared (Ink script format)
- [ ] Dialogue feels natural and realistic
- [ ] Provides clear gameplay information without being obvious
- [ ] Offers meaningful choices
- [ ] Avoids walls of text with no gameplay relevance

---

## Educational Content Checklist

### CyBOK Integration
- [ ] **Explicit CyBOK mapping** documented
  - [ ] 2-4 Knowledge Areas covered
  - [ ] Displayed in scenario selection
  - [ ] Referenced in LORE fragments

- [ ] **Primary CyBOK focus area** (choose at least one):
  - [ ] Applied Cryptography
  - [ ] Human Factors (Social Engineering)
  - [ ] Security Operations
  - [ ] Malware & Attack Technologies
  - [ ] Cyber-Physical Security
  - [ ] Network Security
  - [ ] Systems Security
  - [ ] Others as appropriate

### Learning Objectives
- [ ] Clear technical skills taught
- [ ] Accurate cyber security concepts
- [ ] Real tools and techniques demonstrated
- [ ] Educational content doesn't vary based on narrative choices
- [ ] All story paths achieve same learning outcomes
- [ ] Player understands "why" not just "how"

### Technical Accuracy
- [ ] All security concepts accurately represented
- [ ] Real-world tools used correctly
- [ ] Attack vectors realistic
- [ ] Defense mechanisms appropriate
- [ ] No security misconceptions taught

---

## Writing & Tone Checklist

### Overall Tone
- [ ] **Primary tone: Mostly serious** (80%)
  - [ ] Grounded in realistic cyber security scenarios
  - [ ] Genuine technical challenges
  - [ ] Professional espionage atmosphere
  - [ ] Real consequences to failures

- [ ] **Secondary tone: Comedic moments** (20%)
  - [ ] Quirky recurring characters with catchphrases
  - [ ] Spy trope humor (gadgets, bureaucracy)
  - [ ] Puns in operation names
  - [ ] Self-aware moments that don't break immersion

### Comedy Rules (Applied)
- [ ] **Punch Up** - Mock bureaucracy and villains, not victims
- [ ] **Recurring Gags** - Maximum one instance per scenario
  - [ ] Field Operations Handbook joke (optional, max 1)
  - [ ] Character catchphrase usage
  - [ ] ENTROPY naming convention
- [ ] **Never Undercut Tension** - No jokes during puzzle-solving or revelations
- [ ] **Grounded Absurdity** - Realistic situations pushed slightly

### Dialogue Quality
- [ ] NPC dialogue flows naturally
- [ ] Character voices consistent
- [ ] Avoids exposition dumps
- [ ] Provides gameplay information naturally
- [ ] Meaningful player choices in conversations
- [ ] Trust-gated dialogue implemented
- [ ] Evidence-gated dialogue implemented

### Narrative Quality
- [ ] Scenario has clear beginning, middle, end
- [ ] Character motivations make sense
- [ ] ENTROPY involvement feels organic
- [ ] Plot revelations satisfying
- [ ] Tone consistent throughout
- [ ] No major plot holes
- [ ] Branching paths all reach satisfying conclusions

### Character Voice Consistency
- [ ] Agent 0x99 sounds supportive and eccentric
- [ ] Director Netherton references Field Operations Handbook
- [ ] ENTROPY agents have distinctive voices
- [ ] NPCs don't all sound the same
- [ ] Recurring characters maintain personality

---

## Technical Implementation Checklist

### JSON Specification
- [ ] Scenario JSON file created
- [ ] All rooms defined with correct structure
- [ ] Room connections specified (north/south tree)
- [ ] All objects placed with correct properties
- [ ] Lock types and requirements specified
- [ ] Container contents defined (nested items)
- [ ] NPC dialogue script references included
- [ ] JSON syntax validated (no errors)

### Ink Script Files
- [ ] Separate Ink script file created for each major NPC
- [ ] Branching dialogue implemented
- [ ] Variables tracked (trust, evidence, choices)
- [ ] Conditional dialogue based on game state
- [ ] All confrontation branches implemented
- [ ] Ending variations trigger correctly

### Objective System
- [ ] **5-7 Primary Objectives** defined
  - [ ] At least 1: Access specific restricted room
  - [ ] At least 1: Discover critical item/intel
  - [ ] At least 1: ENTROPY agent discovery or apprehension
  - [ ] At least 1: Technical challenge (decrypt, exploit VM, etc.)
  - [ ] Clear completion criteria for each

- [ ] **3-4 Milestone Objectives** (progress markers)
  - [ ] First milestone: Initial access/infiltration complete
  - [ ] Mid milestone: Evidence of ENTROPY involvement found
  - [ ] Late milestone: Critical breakthrough achieved
  - [ ] Final milestone: Confrontation or resolution ready

- [ ] **3-5 Bonus Objectives** (optional, for completionists)
  - [ ] At least 1: Discovery-based (find all LORE fragments)
  - [ ] At least 1: Skill-based (stealth completion, no combat, etc.)
  - [ ] At least 1: Investigation-based (identify all suspects, etc.)

### Testing & Validation
- [ ] All objective triggers tested
- [ ] All dialogue branches accessible
- [ ] No softlock situations (always a path forward)
- [ ] Backtracking puzzle chains work correctly
- [ ] Cryptographic puzzles solvable
- [ ] VM challenges (if included) completable
- [ ] All endings achievable and display correctly
- [ ] Door connections work properly
- [ ] Tool interactions function as designed
- [ ] Save/load functionality works

---

## Polish & Quality Checklist

### Difficulty & Balance
- [ ] Difficulty level assigned: Beginner, Intermediate, or Advanced
- [ ] Puzzle complexity matches difficulty rating
- [ ] Technical challenges appropriate for target audience
- [ ] Hints available for complex challenges
- [ ] Early puzzles tutorial-difficulty
- [ ] Mid-game combines multiple mechanics
- [ ] Late-game requires mastery
- [ ] No single puzzle blocks all progress
- [ ] Alternative solutions available where appropriate
- [ ] Combat encounters limited (max 1-2)

### Playtime
- [ ] Target completion: 45-75 minutes
- [ ] Tested with fresh player
- [ ] Pacing: 15-20min Act 1, 20-30min Act 2, 10-15min Act 3
- [ ] Confirmed completable in target time

### Final Checks
- [ ] Typos corrected in all text
- [ ] All placeholder text replaced
- [ ] Company/character names consistent
- [ ] CyBOK references accurate
- [ ] Field Operations Handbook joke (optional, max 1)
- [ ] Recurring character catchphrases used correctly
- [ ] SAFETYNET/ENTROPY lore consistent with universe bible

### Playtesting
- [ ] **Playtested by designer** (debug run)
- [ ] **Playtested by fresh player** (without hints)
- [ ] Playtester feedback documented
- [ ] Major issues addressed
- [ ] Difficulty appropriate for target audience
- [ ] Playtime within target range
- [ ] All endings reachable and tested

### Peer Review
- [ ] Scenario reviewed by another designer
- [ ] Technical accuracy verified
- [ ] Narrative coherence confirmed
- [ ] JSON/Ink implementation checked

---

## Tool Placement Checklist

**Before placing shortcut tools, verify puzzle-solving has occurred first.**

### Lockpicks
- [ ] Player has encountered 3+ key-based locks already
- [ ] Player has solved at least 2 locks traditionally
- [ ] Lockpicks are in secured container (requires other puzzle)
- [ ] Only 2-3 pickable locks remain after acquisition
- [ ] Lockpicking feels like earned shortcut, not trivialization

### PIN Cracker
- [ ] Player has solved 2+ PIN puzzles traditionally
- [ ] Maximum 2 PIN systems accessible after acquisition
- [ ] PIN cracker requires skill (Mastermind mini-game)
- [ ] Some PINs are tedious to crack (5-6 digits for high security)
- [ ] Finding PIN organically is sometimes faster

### Fingerprint Kit
- [ ] Biometric systems present before kit found
- [ ] Player understands what fingerprints enable
- [ ] Kit placement requires some puzzle-solving
- [ ] Multiple fingerprint opportunities available

### Bluetooth Scanner
- [ ] Bluetooth locks present before scanner found
- [ ] Scanner placement makes narrative sense
- [ ] Paired devices are findable after scanner acquired

### CyberChef Workstation
- [ ] Encrypted/encoded messages found before CyberChef access
- [ ] Workstation accessible via legitimate means (office computer)
- [ ] Multiple cryptography challenges present

---

## LORE Fragment Checklist

**Required: minimum 3-5 LORE fragments per scenario**

### Fragment Categories (include variety)

- [ ] **At least 1 ENTROPY Operations fragment**
  - [ ] Reveals cell structure, tactics, or methods
  - [ ] Provides insight into ENTROPY operations

- [ ] **At least 1 Cyber Security Concept fragment**
  - [ ] Educational content about security concepts
  - [ ] Tied to CyBOK knowledge area
  - [ ] Real-world application explained

- [ ] **At least 1 Character/World-Building fragment**
  - [ ] Background on recurring characters, OR
  - [ ] Historical context on SAFETYNET vs ENTROPY, OR
  - [ ] The Architect's plans/philosophy

### Discovery Methods (use variety)
- [ ] At least 1 LORE from explicit objective (decode 5 secrets, etc.)
- [ ] At least 1 LORE from environmental discovery (hidden files)
- [ ] At least 1 LORE from bonus objective/achievement

### Quality Check for Each Fragment
- [ ] Interesting to read (not dry exposition)
- [ ] Serves world-building OR education OR narrative connection
- [ ] 1-3 paragraphs length
- [ ] Consistently formatted
- [ ] References CyBOK areas when relevant (if technical)
- [ ] Fits established tone and canon
- [ ] Requires puzzle-solving to access (usually)

---

## Scenario Summary Template

Complete this summary for documentation:

**Scenario Name:** _________________________

**One-Sentence Hook:** _________________________

**Primary Learning Objectives (CyBOK):** _________________________

**Scenario Type:** _________________________

**Difficulty:** _________________________

**ENTROPY Cell:** _________________________

**Key NPCs:** _________________________ (list names/roles)

**Main Moral Dilemma:** _________________________

**Backtracking Puzzle Chain:** _________________________ (brief description)

**Unique Feature:** _________________________ (what makes this scenario special?)

**Estimated Playtime:** _________ minutes

**Room Count:** _________ rooms

**Major Choices:** _________ choices

---

## Final Approval Checklist

- [ ] All checklist items completed
- [ ] Scenario ready for integration
- [ ] Documentation complete
- [ ] Assets ready (room templates, object sprites, etc.)
- [ ] Scenario meets all minimum requirements
- [ ] Playtesting successful
- [ ] Peer review completed
- [ ] No major bugs or softlocks
- [ ] All endings tested and reachable

**Designer Sign-Off:** _________________________

**Date:** _________________________

**Peer Reviewer:** _________________________

**Approval Date:** _________________________
