agentleFS
LogicOberLogicOber/Worldview-Skills/skills/game-design/narrative-choice/SKILL.md

narrative-choice

Skill2 starsChanged 50 days agoApache-2.0View on GitHub

Entry point for branching story design — choices that cost something, consequences that surface later, a branch map that reconverges without cheating, state variables the writer can reason about, and the dialogue trees with character voice. Use when the user says "branching story", "choices matter", "multiple endings", "dialogue tree", "visual novel logic".

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    State is small: If the writer cannot hold the variables in their head, neither can the player's sense of agency.

    line 38

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Narrative Choice System

Design choices a player remembers making.

What the user gets

DeliverableFormat
State modelthe 3–7 variables the story tracks (trust, debt, who is alive, what was said)
Branch mapnodes and edges; where branches split, where they reconverge, which endings exist
Choice cardsfor each choice: the two horns, what each costs now, what each changes later
Consequence ledgerevery later scene that reads a variable, and how
Dialogue treesper scene, in character voice, with the exact lines
Endings2–5, each earned by a stated combination of variables
Scene plates and character sheetsvia the asset skills, when the story is to be rendered

Rules this entry enforces

  • Every choice costs. A choice with a right answer is a quiz. Both horns give something and take something.
  • Consequences surface later, not immediately. The player should meet a decision again two scenes on, in a form they did not predict.
  • Reconvergence without erasure. Branches may rejoin the main line, but the state carries: a line changes, a character is missing, a door is closed.
  • State is small. If the writer cannot hold the variables in their head, neither can the player's sense of agency.
  • Endings are earned by state, not by the last choice. The final decision tilts; the accumulated state decides.
  • Voice per character. Dialogue trees are written in each character's register, using film-story's spine so that every branch still has a want, an obstacle and a loss.

Related entries

  • visual-novel — rendering the branches as a 2D game
  • hero-journey, thriller-plot, romance-arc, mystery-detective — story spines to branch from
  • film-story (core) — the dramatic engine each branch must satisfy

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.