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Cold Open Design

How a cold open is written — the six lines, the boxed text, and what a roll can do inside a memory that already happened

At a Glance

What this is
The standing spec for writing a cold open. Read it before writing one; clone the template to start.
What a cold open is
Lives on Cold Opens — what they are, the shared-memory frame, and the queue. This page is how to write one.
The core rule
A roll never decides what happened. It decides what gets carried out.
Boxed text
At least two read-alouds, numbered, in clock order. No ceiling.
Rolls
At least one, preferably a few. Most of them are texture.
Opening line
You’re [verb]ing. Then the character rolls the skill the verb names.
Carries over
Any roll can, at the DM’s call: a Dream Inspiration die on a success, 1d4 damage and a lasting mark on a failure.
Inherits
The read-aloud prose rules from Module Design. Nothing else from it — no budget, no routing, no endings.

Why this exists

Cold Opens gave the form a five-line shape and one sentence of prose rule: the opening is three to five sentences, second person, present tense, no mechanics. That is one box of read-aloud at the top and no further instruction for the eight minutes after it — so a cold open could be written to spec and still be a DM paraphrasing quietly from notes. It also said nothing at all about rolling dice, which meant the players sat through their own backstory without touching it.

Two additions, and they are the whole reason this page exists: more boxed text, spread through the scene, and every cold open puts dice in a player's hand.

The shape — six lines

Five were the shape before; What's rolled is the sixth. Anything a cold open needs that is not one of these belongs in the scene itself — this list does not grow again without a reason as good as this one.

LineHoldsNote
1 · Who's in it Which players are playing their past selves, and who is watching. If nobody is playing a past self, say who rolls and why. That is the case that most often produces a cold open with no dice in it.
2 · When Where it sits in time, and anything that has to be true first. Their age is flavour, not maths — the player still rolls the current sheet.
3 · The opening The opening line, then Read-aloud 1. One line, You’re [verb]ing, to the character the cold open is about. They roll the skill the verb names, then you read the box that puts them in the scene. The opening line is its own unnumbered box. Box 1 is the first of at least two numbered ones. Exceptions are decided per cold open, and the page says why.
4 · What happens The beats in clock order, sized to five or ten minutes, with the remaining boxes numbered down the page and the rolls sitting in the beats that fire them. If box 4 sits above box 3, a beat is in the wrong place. Cheapest check on the layout there is.
5 · What's rolled (new) Every check: who rolls · what skill · the DC · what success carries · what failure carries. One line each. The failure line is not optional. See below for why.
6 · What it reveals The thing the table did not know before. Always last. If a roll can change this, it is the exception, not the shape.

Boxed text

At least two read-alouds. No ceiling, and no required count beyond the floor — a scene that wants five gets five. What is not allowed is one box at the top and prose paraphrase for the rest of the scene, which is what the old shape permitted.

The standard — from the module spec

The ship is silent the way a held breath is silent. As the boat knocks against her strakes, the gulls overhead cry once, all together, and go somewhere else.

Sensory, no mechanics, ends on something wrong. That is the bar for every box in a cold open, not just the first.

What gets rolled

At least one check, preferably a few. And the hard rule that makes them possible at all:

The rule

A roll never decides what happened. It decides what gets carried out of it. The memory is fixed — Marellius made the dish, the ship went down, the boy was found. A failed check cannot un-happen any of that, so a check that gates the outcome is a check with nowhere to fail to.

Every check writes its failure line. There is no room to improvise a consequence in a scene whose ending is already on the page; an unwritten failure becomes nothing happens, and a table learns fast that the dice were decoration.

Four things a check is allowed to carry. The first is the default and most rolls in most cold opens should be it — the others are the occasional reach, not the standing ambition.

CarriesHow oftenSuccess / failure
Texture The default. Most rolls. How the memory plays — the detail that lands, the flourish that comes off, whether the moment is remembered warmly or awkwardly. Failure costs nothing but the good version, unless it carries over.
A fact carried to the present Occasional They noticed something then and still hold it now — a name, a face, a detail that pays later. Failure means the detail was there and went unremarked.
A present-day consequence Occasional — the sharpest, so the rarest The memory is carried wrong. Since Serrin has read every one of these, he holds the accurate version the player does not — which is a hook, not a punishment.
Establishing a capability Occasional The scene is where they find out what they are good at. Success writes it into who they became; failure means it came harder, or later, or from someone else.

The ratio is the point. If every roll in a cold open changes the present, the cold open has stopped being five to ten minutes of somebody's past and become a module. Reach past texture once in a scene, twice at the outside.

Roll the current sheet. The player uses the character they have — same modifiers, same proficiencies — however young the past self is. Nobody rebuilds a nine-year-old at the top of a session, and the point of the scene is the memory, not an audit of what the character could do at the time. Set DCs the way you would in any other scene.

Write the DC. Modules only write a DC when failure has a consequence you would otherwise invent under pressure; in a cold open every check has a written failure by rule, so every check gets a number.

The opening check. Right after the opening line, the character the cold open is about rolls the skill the verb names: running is Athletics, hiding is Stealth, pontificating is Persuasion or Performance. DC 10 unless the scene says otherwise. It is texture. It decides how well they do it, never whether.

A dream can leave a mark

Any check can carry into the present. The DM decides at the table, by what the lore allows, how easily it moves into the real world, and whether it is fun. Most will not. Each cold open writes the carry for its opening check; the rest are decided in the moment.

Prose rules

Inherited whole from Module Design, and they apply to every box, not only the opening:

Present tense, even though it is a memory. The dreamer is not remembering the scene, they are in it — you are, never you were. The tense is what separates a cold open from a recap.

What we don't do