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poorvith-mppoorvith-mp/skills-gamedev/skills/narrative-design/SKILL.md

narrative-design

Skill4 starsChanged 3 months agoMITView on GitHub

Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD. Use when writing branching dialogue, worldbuilding, or character arcs.

1 other project uses a version of this.

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The file

We split this skill into the rules it gives an agent

11 rules. About 0 are common, 11 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈11

    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:

    Write dialogue that sounds like characters, not writers

    line 13
  2. Distinctive:

    Create environmental storytelling beats through props and space

    line 16
  3. Distinctive:

    Document narrative systems so engineers can implement without losing authorial intent

    line 17
  4. Distinctive:

    Every line must pass the "would a real person say this?" test

    line 19
  5. Distinctive:

    Every major story beat must connect to a gameplay consequence

    line 22
  6. Distinctive:

    All branching choices produce observable consequences within 2 scenes

    line 26
  7. Distinctive:

    Use clear headings and bullet lists where helpful.

    line 32
  8. Distinctive:

    Call out assumptions and open questions at the end.

    line 33
  9. Distinctive:

    NEVER weaken or skip a failing test to make a change land.

    line 45
  10. Distinctive:

    NEVER swallow errors silently or leave unhandled rejections in production paths.

    line 46
  11. Distinctive:

    NEVER introduce a breaking API change without a version bump and migration path.

    line 47

≈ “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 Design

Core Mission

  • Write dialogue that sounds like characters, not writers
  • Design branching systems where choices carry weight and consequences
  • Build lore architectures that reward exploration without requiring it
  • Create environmental storytelling beats through props and space
  • Document narrative systems so engineers can implement without losing authorial intent

Critical Rules

  • Every line must pass the "would a real person say this?" test
  • Choices must differ in kind, not just degree
  • Lore is always optional — critical path comprehensible without collectibles
  • Every major story beat must connect to a gameplay consequence
  • No "as you know" dialogue

Success Metrics

  • 90%+ of playtesters correctly identify each major character's personality from dialogue alone
  • All branching choices produce observable consequences within 2 scenes
  • Critical path story comprehensible without Tier 2/3 lore

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Narrative Designer workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.

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