Narrative Architect Skill
This skill takes the foundational documents from game-ideator and expands them into detailed narrative specifications that downstream skills (quest-designer, dialogue-designer, character-creator) can use to create consistent content.
Workflow Context
| Field | Value |
|---|---|
| Assigned Agent | design-lead |
| Sprint Phase | Phase A (Spec) |
| Directory Scope | docs/ |
| Workflow Reference | See docs/agent-team-workflow.md |
Skill Hierarchy Position
┌─────────────────────────────┐
│ GAME IDEATOR │
│ (Creative Foundation) │
└─────────────────────────────┘
│
Reads: docs/design/
• world-bible.md
• narrative-bible.md
• design-pillars.md
│
▼
┌─────────────────────────────┐
│ NARRATIVE ARCHITECT │ ◄── THIS SKILL
│ (Story & Character Detail)│
└─────────────────────────────┘
│
Outputs: docs/narrative/
• story-arcs.md
• character-profiles.md
• key-scenes.md
• quest-hooks.md
│
┌───────────────────────┼───────────────────────┐
▼ ▼ ▼
┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐
│ WORLD │ │ CHARACTER │ │ QUEST │
│ BUILDER │ │ CREATOR │ │ DESIGNER │
│ (.worldmap.json)│ │ (.char files) │ │ (.json quests) │
└─────────────────┘ └─────────────────┘ └─────────────────┘
│ │ │
│ ┌────────┴────────┐ │
│ ▼ ▼ │
│ ┌─────────────────┐ ┌─────────────────┐ │
│ │ DIALOGUE │ │ ENCOUNTER │ │
│ │ DESIGNER │ │ DESIGNER │ │
│ │ (.dtree files) │ │ (.json files) │ │
│ └─────────────────┘ └─────────────────┘ │
│ │
└───────────────────────┬───────────────────────┘
▼
┌─────────────────────────────┐
│ CAMPAIGN CREATOR │
│ (Ties everything together)│
│ (data/campaigns/*.json) │
└─────────────────────────────┘
CRITICAL: What This Skill Does and Does NOT Do
+------------------------------------------+------------------------------------------+ | THIS SKILL DOES | THIS SKILL DOES NOT DO | +------------------------------------------+------------------------------------------+ | Read foundation docs from game-ideator | Create foundation docs (use game-ideator)| | | | | Expand story structure into detailed | Create actual quest/dialogue files | | beats, scenes, and character arcs | (use quest-designer, dialogue-designer) | | | | | Create character profiles with | Create .char files or JSON data | | personality, history, and relationships | (use character-creator skill) | | | | | Define key narrative scenes and moments | Write actual dialogue lines | | that quests should build toward | (use dialogue-designer skill) | | | | | Generate quest hooks and narrative seeds | Create campaign specs | | for quest designers to implement | (use test-campaign-generator) | +------------------------------------------+------------------------------------------+
Prerequisites
Before running this skill, ensure:
- •
Foundation documents exist from
game-ideator:- •
docs/design/world-bible.md - •
docs/design/narrative-bible.md - •
docs/design/design-pillars.md
- •
- •
If these don't exist, tell the user:
"No foundation documents found. Please run
game-ideatorfirst to establish the creative vision."
When to Use This Skill
Invoke this skill when the user:
- •Says "expand the narrative" or "detail the story"
- •Asks to "flesh out the characters"
- •Wants to "create story arcs" or "define key scenes"
- •Says "use narrative-architect"
- •Has completed game-ideator and wants more narrative depth
- •Is preparing to create quests and dialogues
- •Has D&D campaign content to translate into detailed specs
- •Has existing character/story notes to formalize
Input Modes
ALWAYS ask which input mode the user wants:
## Narrative Architect Session How would you like to expand the narrative? **Input Mode:** - [ ] **Interactive Q&A** - I'll guide you through questions to expand the story - [ ] **D&D/Tabletop Content** - I have existing tabletop content (module, adventure notes) - [ ] **Existing Notes** - I have written material to formalize into structured docs - [ ] **Foundation Only** - Just extract from game-ideator docs, minimal questions Select your preferred input mode to continue.
Wait for user response before proceeding.
Input Mode: D&D/Tabletop Content
If user has D&D content to translate:
## D&D/Tabletop Narrative Extraction I'll help you extract narrative structure from your tabletop content. **Source Material:** Please provide or describe your content. I need: **1. Adventure Structure** - What's the adventure/campaign called? - How many main chapters/acts? - What's the overall story arc (beginning → end)? **2. Key NPCs** List the important NPCs from your campaign: | NPC Name | Role | Location | Key Information They Provide | |----------|------|----------|------------------------------| | [e.g., Toblen Stonehill] | [Quest giver] | [Stonehill Inn] | [Rumors about orcs] | **3. Companions (if applicable)** Are there companion characters the player can recruit? | Companion | How They Join | Personal Quest/Conflict | |-----------|---------------|------------------------| | [Name] | [Circumstances] | [Their story] | **4. Antagonists/Villains** | Antagonist | Motivation | Connection to Plot | |------------|------------|-------------------| | [e.g., Cryovain] | [Dragon wants territory] | [Main threat] | **5. Key Scenes/Encounters** What are the memorable/critical moments? | Scene Name | Location | What Happens | Player Choices | |------------|----------|--------------|----------------| | [e.g., Dragon Attack] | [Phandalin] | [Dragon attacks, chaos] | [Fight, flee, negotiate] | **6. Quest Structure** List the main quests: | Quest Name | Giver | Objective | Outcome | |------------|-------|-----------|---------| | [e.g., Dwarven Excavation] | [Job Board] | [Clear undead] | [Reward + info] |
After receiving this information, generate the four narrative documents from it.
Input Mode: Existing Notes
If user has existing written material:
## Existing Notes Import Please provide your notes in one of these ways: **Option 1: File Path** `docs/my-story-notes.md` or paste content directly. **Option 2: Describe What You Have** - Story outline: [yes/no] - Character descriptions: [yes/no] - Quest ideas: [yes/no] - Scene descriptions: [yes/no] I'll extract what's available and ask clarifying questions for gaps.
Input Mode: Foundation Only
If user wants minimal interaction:
## Foundation Extraction I'll read your game-ideator documents and generate expanded narrative specs with minimal additional questions. Reading: - docs/design/world-bible.md - docs/design/narrative-bible.md - docs/design/design-pillars.md I'll make reasonable assumptions based on these documents. Any critical gaps will be flagged for your review in the output.
Output Documents
This skill creates FOUR narrative specification documents in docs/narrative/:
1. story-arcs.md
Detailed breakdown of each act with:
- •Scene-by-scene plot progression
- •Player choice points and branches
- •Emotional beats and pacing
- •Transition triggers between acts
2. character-profiles.md
Deep profiles for all major characters:
- •Companions (personality, history, arc, relationships)
- •Antagonists (motivation, methods, connection to theme)
- •Key NPCs (role in story, information they provide)
- •Character voice samples
3. key-scenes.md
The pivotal moments that define the experience:
- •Opening scene
- •Major revelations
- •Companion confrontations
- •Choice culminations
- •Ending variations
4. quest-hooks.md
Narrative seeds for quest designers:
- •Main quest beats (what must happen)
- •Side quest opportunities (optional stories)
- •Companion quest outlines
- •Faction quest frameworks
Workflow
Phase 0: Read Foundation Documents
ALWAYS start by reading the foundation documents:
Reading foundation documents... - docs/design/world-bible.md - docs/design/narrative-bible.md - docs/design/design-pillars.md Extracting key information: - Setting: [summary] - Theme: [core theme] - Structure: [act count] - Protagonist: [role] - Companions: [list from narrative-bible] - Tone: [tone guidelines]
If documents don't exist, stop and tell the user to run game-ideator first.
Phase 1: Story Arc Expansion
After reading foundations, ask about story details:
## Story Arc Details I've read your foundation documents for [Game Title]. Let's expand the [X]-act structure into detailed story arcs. **Act 1: [Name from narrative-bible]** **1. Opening Scene** How does the game begin? What's the first thing the player experiences? - [ ] In medias res - mid-action, catching up later - [ ] Cold open - quiet moment before the storm - [ ] Tutorial framing - training/test that becomes real - [ ] Flashback structure - start at end, explain how we got here **2. Inciting Incident** The narrative-bible mentions [inciting incident]. Let's detail it: - What exactly happens? - Who is involved? - What does the player learn? - What choice (if any) does the player make? **3. Act 1 Companion Introductions** When and how do companions join? | Companion | When They Join | Circumstances | Player Choice? | |-----------|---------------|---------------|----------------| | [Name] | [Timing] | [How] | [Yes/No] |
Wait for user response before proceeding.
Phase 2: Character Expansion
For each character type, gather details:
## Character Profiles Let's flesh out the major characters. **The Protagonist: [Role from narrative-bible]** **4. Protagonist Background Options** What background elements can the player choose/discover? - [ ] Origin story (where they came from) - [ ] Defining past event (what shaped them) - [ ] Hidden secret (revealed over time) - [ ] All of the above **5. Protagonist Voice** How does the protagonist speak? - [ ] Silent protagonist (player projects) - [ ] Voiced with personality - [ ] Choice of personality types - [ ] Defined personality, player chooses actions **Companions** For each companion from the narrative-bible: **[Companion 1 Name/Archetype]** - **Full Name:** - **Age/Background:** - **Why They're Here:** (motivation to join) - **Personal Conflict:** (what they struggle with) - **Arc Resolution:** (how their story can end) - **Relationship with PC:** (how it starts, how it can grow) - **Loyalty Triggers:** (what strengthens/weakens bond)
Wait for user response before proceeding.
Phase 3: Key Scenes Definition
Identify the pivotal moments:
## Key Scenes Every great RPG has moments players remember. Let's define yours. **6. The "Holy Shit" Moments** What revelations or twists occur? - Act 1 Twist: - Act 2 Twist: - Act 3 Revelation: **7. Companion Confrontation Scenes** When does each companion have their crucial moment? | Companion | Scene | Stakes | Possible Outcomes | |-----------|-------|--------|-------------------| | [Name] | [What happens] | [What's at risk] | [How it can go] | **8. The Final Choice** The design-pillars emphasize meaningful choices. What's the final, defining choice? - What are the options? - What does each represent thematically? - What are the consequences of each? **9. Ending Scenes** For each ending from the narrative-bible, describe: - The final scene - What the player sees - How it reflects their journey
Wait for user response before proceeding.
Phase 4: Quest Hooks Generation
Create seeds for quest designers:
## Quest Hooks Let's define narrative seeds that quest designers will implement. **10. Main Quest Beats** What MUST happen in each act? (Non-optional story progression) **Act 1 Required Beats:** 1. [Beat] - Player must [action] 2. [Beat] - Player learns [information] 3. [Beat] - Player chooses [decision] **Act 2 Required Beats:** [Same structure] **Act 3 Required Beats:** [Same structure] **11. Side Quest Opportunities** What optional stories could exist? | Hook | Location | Theme Connection | Reward | |------|----------|------------------|--------| | [Name] | [Where] | [How it relates] | [What player gains] | **12. Companion Quests** Each companion should have a personal quest: | Companion | Quest Hook | What's Resolved | Impact on Relationship | |-----------|------------|-----------------|----------------------| | [Name] | [Setup] | [Resolution] | [Bond change] | **13. Faction Quests** What quests arise from faction relationships? | Faction | Quest Type | Moral Complexity | Cross-faction Impact | |---------|------------|------------------|---------------------| | [Name] | [Type] | [Grey area] | [How it affects others] |
Wait for user response before proceeding.
Document Templates
story-arcs.md Template
# Story Arcs: [Game Title] > **Purpose:** Detailed breakdown of narrative structure for quest designers. > Reference this when creating main quest content. > > **Foundation:** Based on docs/design/narrative-bible.md > **Last Updated:** [Date] > **Version:** 1.0 --- ## Narrative Overview **Core Theme:** [From narrative-bible] **Structure:** [X] Acts **Protagonist:** [Role] **Tone:** [Guidelines] --- ## Act 1: [Act Name] ### Purpose [What this act accomplishes narratively] ### Opening Scene: [Scene Name] **Setting:** [Where it takes place] **Characters Present:** [Who's there] **What Happens:** 1. [Beat 1] 2. [Beat 2] 3. [Beat 3] **Player Agency:** [What choices exist] **Emotional Goal:** [How player should feel] **Transition to:** [Next scene] --- ### Scene 1.2: [Scene Name] [Same structure] --- ### Act 1 Branching Points | Decision | Option A | Option B | Long-term Impact | |----------|----------|----------|------------------| | [Choice] | [Path] | [Path] | [How it matters later] | --- ### Act 1 → Act 2 Transition **Trigger:** [What causes act change] **Player State:** [What player knows/has done] **Emotional Beat:** [How player should feel entering Act 2] --- ## Act 2: [Act Name] [Same structure as Act 1] --- ## Act 3: [Act Name] [Same structure, plus ending details] --- ## Ending Branches ### How Endings Are Determined | Factor | Weight | Measured By | |--------|--------|-------------| | [Factor] | [High/Medium/Low] | [How it's tracked] | ### Ending: [Name] **Requirements:** - [Condition 1] - [Condition 2] **Final Scene:** [Description] **Epilogue Elements:** - [What happens to protagonist] - [What happens to companions] - [What happens to world] [Repeat for each ending] --- ## Changelog | Version | Date | Changes | |---------|------|---------| | 1.0 | [Date] | Initial creation |
character-profiles.md Template
# Character Profiles: [Game Title] > **Purpose:** Detailed character specifications for dialogue and quest designers. > Reference this when writing character dialogue or creating character-focused content. > > **Foundation:** Based on docs/design/narrative-bible.md and world-bible.md > **Last Updated:** [Date] > **Version:** 1.0 --- ## The Protagonist ### Identity - **Role:** [From narrative-bible] - **Starting State:** [Personality/situation at game start] - **Background Options:** [If player can choose/influence] ### Voice & Personality - **Speech Pattern:** [How they talk] - **Personality Traits:** [Core characteristics] - **Internal Conflict:** [What they struggle with] ### Character Arc - **Start:** [Who they are at beginning] - **Challenge:** [What forces them to change] - **Possible Ends:** [Who they can become] ### Sample Lines
[Confident]: "I've seen worse odds. We move at dawn." [Uncertain]: "I don't know if this is right... but it's what we have to do." [Dark]: "Everyone has a price. I just found yours."
--- ## Companions ### [Companion 1 Name] #### Basic Info - **Full Name:** [Name] - **Role:** [Archetype from narrative-bible] - **Age:** [Age] - **Background:** [Origin and history] #### Personality - **Core Traits:** [3-5 defining traits] - **Strengths:** [What they're good at] - **Flaws:** [What holds them back] - **Fear:** [What they're afraid of] - **Desire:** [What they want most] #### Voice - **Speech Pattern:** [How they talk - formal/casual/accent] - **Verbal Tics:** [Recurring phrases or patterns] - **Topics They Discuss:** [What they talk about] - **Topics They Avoid:** [What makes them uncomfortable] #### Sample Lines
[Casual]: "[Example dialogue]" [Serious]: "[Example dialogue]" [Emotional]: "[Example dialogue]"
#### Arc - **Starting State:** [Who they are when met] - **Personal Conflict:** [What they struggle with] - **Resolution Options:** - **Growth:** [Positive arc if player helps] - **Stagnation:** [Neutral if player ignores] - **Fall:** [Negative if player corrupts/fails] #### Relationships - **With Protagonist:** [How relationship starts and can evolve] - **With Other Companions:** [Dynamics with each other companion] - **With Factions:** [Past/present faction connections] #### Loyalty System - **Approval Triggers:** [What makes them like protagonist more] - **Disapproval Triggers:** [What makes them like protagonist less] - **Breaking Point:** [What would make them leave] - **Deepening Point:** [What would cement their loyalty] #### Personal Quest - **Hook:** [What draws them into their quest] - **Stakes:** [What they stand to gain/lose] - **Resolution Options:** [How it can end] --- ### [Companion 2 Name] [Same structure] --- ## Antagonists ### [Primary Antagonist Name] #### Basic Info - **Full Name:** [Name] - **Role:** [Archetype from narrative-bible] - **Position:** [Their place in the world] #### Motivation - **Goal:** [What they want] - **Justification:** [Why they believe they're right] - **Methods:** [How they pursue their goal] - **Line They Won't Cross:** [If any - or note they have none] #### Connection to Theme - **Embodies:** [How they represent the theme] - **Challenges:** [How they challenge player's values] - **Mirror:** [How they reflect a possible path for protagonist] #### Voice - **Speech Pattern:** [How they talk] - **Sample Lines:**
[Vulnerable]: "[Example - if applicable]"
#### Arc - **Introduction:** [How player first encounters them] - **Escalation:** [How conflict intensifies] - **Resolution Options:** [How confrontation can end] --- ## Key NPCs ### [NPC Name] - **Role:** [What function they serve] - **Location:** [Where they're found] - **Information They Provide:** [What player learns from them] - **Voice:** [Brief personality note] - **Sample Line:** "[Example]" [Repeat for significant NPCs] --- ## Character Relationship Web
PROTAGONIST
/ | \
/ | \
[Companion 1] [Companion 2] [Companion 3]
| | |
[tension] [respect] [rivalry]
| | |
[Antagonist 1] | [Faction Leader]
| |
└────────────┘
[conflict]
--- ## Changelog | Version | Date | Changes | |---------|------|---------| | 1.0 | [Date] | Initial creation |
key-scenes.md Template
# Key Scenes: [Game Title] > **Purpose:** The pivotal narrative moments that define the player experience. > Quest and dialogue designers should build toward these scenes. > > **Foundation:** Based on story-arcs.md and character-profiles.md > **Last Updated:** [Date] > **Version:** 1.0 --- ## Scene Classification | Type | Description | Example | |------|-------------|---------| | **Story Beat** | Plot-critical moment | The assassination reveal | | **Character Moment** | Companion-focused scene | Confronting a companion's past | | **Choice Culmination** | Major decision point | Choosing sides in final battle | | **Revelation** | Information that changes everything | Learning the truth about the war | | **Emotional Peak** | Maximum emotional impact | Sacrifice or triumph | --- ## Act 1 Key Scenes ### Scene: [Opening - Scene Name] **Type:** Story Beat **Act:** 1 (Opening) **Location:** [Where] **Setup:** [What leads to this scene] **The Scene:** [What happens, beat by beat] **Player Agency:** - [Choice 1]: [Consequence] - [Choice 2]: [Consequence] - [No choice - witness only] **Emotional Goal:** [How player should feel during/after] **Connects To:** - Sets up: [Future plot points] - References: [World-bible elements] - Character focus: [Who's highlighted] --- ### Scene: [Inciting Incident] [Same structure] --- ## Act 2 Key Scenes ### Scene: [Major Revelation] **Type:** Revelation **Act:** 2 (Midpoint) **Location:** [Where] [Same structure, emphasis on what's revealed and impact] --- ### Scene: [Companion Confrontation - Name] **Type:** Character Moment **Act:** 2 **Location:** [Where] **Setup:** [What's led to this confrontation] **The Confrontation:** [The emotional exchange that occurs] **Possible Outcomes:** | Choice | Immediate Result | Long-term Impact | |--------|------------------|------------------| | [Support] | [What happens] | [Relationship/story impact] | | [Challenge] | [What happens] | [Relationship/story impact] | | [Abandon] | [What happens] | [Relationship/story impact] | --- ## Act 3 Key Scenes ### Scene: [The Final Choice] **Type:** Choice Culmination **Act:** 3 (Climax) **Location:** [Where] **Setup:** [Everything that's led to this moment] **The Choice:** [What the player must decide] **Options:** | Choice | Theme Statement | Ending Path | |--------|-----------------|-------------| | [Option A] | [What it means] | [Which ending] | | [Option B] | [What it means] | [Which ending] | | [Option C] | [What it means] | [Which ending] | **Why This Scene Matters:** [Connection to design pillars and themes] --- ### Scene: [Ending - Name] **Type:** Emotional Peak **Act:** 3 (Resolution) **Ending:** [Which ending this belongs to] [Description of the ending scene] --- ## Companion-Specific Scenes ### [Companion Name] - Personal Quest Climax **Type:** Character Moment **Timing:** [When in the game] [Scene details focused on this companion's arc resolution] --- ## Scene Pacing Map
ACT 1 ACT 2 ACT 3 ───── ───── ───── [Opening] [Revelation] [Final Choice] ↓ ↓ ↓ [Companion Meet] [Betrayal] [Confrontation] ↓ ↓ ↓ [Inciting Incident] [Point of No Return] [Ending Scene] ↓ ↓ └────────────────────────┘ Rising tension
--- ## Changelog | Version | Date | Changes | |---------|------|---------| | 1.0 | [Date] | Initial creation |
quest-hooks.md Template
# Quest Hooks: [Game Title] > **Purpose:** Narrative seeds for quest designers to implement. > Each hook provides the story context; quest designers add mechanical details. > > **Foundation:** Based on story-arcs.md and character-profiles.md > **Last Updated:** [Date] > **Version:** 1.0 --- ## Main Quest Framework ### Critical Path These quests MUST be completed to finish the game: | Quest ID | Name | Act | Purpose | Leads To | |----------|------|-----|---------|----------| | MQ01 | [Name] | 1 | [Story purpose] | MQ02 | | MQ02 | [Name] | 1 | [Story purpose] | MQ03 | | ... | ... | ... | ... | ... | --- ### MQ01: [Quest Name] **Act:** 1 **Story Purpose:** [What this advances narratively] **Hook:** [How the player gets this quest - what draws them in] **The Situation:** [What's happening, who's involved, what's at stake] **Key Beats:** 1. [First thing player does/discovers] 2. [Second thing] 3. [Climax/decision point] 4. [Resolution] **Player Choices:** | Choice | Immediate Outcome | Ripple Effects | |--------|-------------------|----------------| | [Option A] | [Result] | [Later impact] | | [Option B] | [Result] | [Later impact] | **NPCs Involved:** - [NPC]: [Role in quest] - [NPC]: [Role in quest] **Connects To:** - Requires: [Prerequisites] - Unlocks: [What becomes available] - Affects: [What changes based on resolution] --- ### MQ02: [Quest Name] [Same structure] --- ## Companion Quests Each companion has a personal quest that deepens their arc. ### CQ01: [Companion Name] - [Quest Name] **Companion:** [Name] **Timing:** [When this becomes available] **Trigger:** [What starts this quest] **Hook:** [What draws the companion into this personal matter] **The Situation:** [Their personal conflict made concrete] **Key Beats:** 1. [Discovery/trigger] 2. [Investigation/journey] 3. [Confrontation with past] 4. [Resolution choice] **Resolution Options:** | Resolution | Impact on Companion | Impact on Relationship | |------------|--------------------|-----------------------| | [Help them grow] | [Arc outcome] | [Loyalty change] | | [Enable their flaw] | [Arc outcome] | [Loyalty change] | | [Ignore their need] | [Arc outcome] | [Loyalty change] | **Theme Connection:** [How this quest explores game themes] --- ## Side Quest Hooks Optional quests that enrich the world and offer player choice. ### Category: [War Stories] Quests that show the human cost of war. #### SQ01: [Quest Name] **Location:** [Where] **Trigger:** [How discovered] **Tone:** [Matches which tone from narrative-bible] **Hook:** [Brief setup - what draws player in] **The Situation:** [What's happening] **Theme Connection:** [How this explores game themes] **Resolution Options:** - [Option with trade-offs] - [Option with different trade-offs] **Rewards:** - Narrative: [What player learns/experiences] - Mechanical: [Suggested rewards - quest designer finalizes] --- ### Category: [Faction Entanglements] Quests that deepen faction relationships. #### SQ05: [Quest Name] **Faction:** [Primary faction involved] **Cross-faction Impact:** [How it affects standing with others] [Same structure as above, emphasis on faction dynamics] --- ### Category: [Mysteries] Quests that reveal world lore and secrets. #### SQ10: [Quest Name] **Mystery:** [What secret is uncovered] **Connection to Main Plot:** [How it enriches understanding] [Same structure] --- ## Quest Dependency Map
MQ01
↓
┌─────┴─────┐
↓ ↓
MQ02 CQ01
↓ ↓
┌─────┴─────┐ │
↓ ↓ ↓ │
SQ01 MQ03 SQ02 │
↓ │
MQ04 ←────────┘
↓
[ACT 2]
--- ## Quest Design Guidelines When implementing these hooks: 1. **Reference character-profiles.md** for NPC voices 2. **Check story-arcs.md** for timing and pacing 3. **Align with design-pillars.md** for meaningful choices 4. **Maintain tone from narrative-bible.md** --- ## Changelog | Version | Date | Changes | |---------|------|---------| | 1.0 | [Date] | Initial creation |
Post-Generation Actions
After generating all four documents:
- •Ensure docs/narrative/ directory exists
- •Save all documents
- •Offer next steps:
## Narrative Architecture Complete I've created detailed narrative specifications: - ✅ `docs/narrative/story-arcs.md` - Scene-by-scene plot structure - ✅ `docs/narrative/character-profiles.md` - Deep character specifications - ✅ `docs/narrative/key-scenes.md` - Pivotal moments defined - ✅ `docs/narrative/quest-hooks.md` - Seeds for quest designers ### What These Documents Do | Document | Used By | Creates | |----------|---------|---------| | story-arcs.md | quest-designer | data/quests/*.json | | character-profiles.md | dialogue-designer, character-creator | data/dialogue/*.dtree, data/characters/**/*.char | | key-scenes.md | quest-designer, encounter-designer | Pivotal quest moments, boss encounters | | quest-hooks.md | quest-designer | Starting points for quest content | ### Recommended Next Steps **Path A: Incremental Content Creation** 1. **Review the documents** - Ensure they capture your narrative vision 2. **Build the world** - Use world-builder to create the worldmap 3. **Create characters** - Use character-creator with character-profiles.md 4. **Write dialogues** - Use dialogue-designer with voice guidelines 5. **Create quests** - Use quest-designer with quest-hooks.md 6. **Design encounters** - Use encounter-designer for combat 7. **Tie together** - Use campaign-creator to create the campaign file **Path B: Bulk Generation (for testing)** 1. **Review the documents** - Ensure they capture your narrative vision 2. **Use test-campaign-generator** - Create a spec for all content 3. **Use test-campaign-scaffolder** - Generate all files at once Would you like me to: - [ ] Review/edit any of these documents - [ ] Start the incremental path (world-builder next) - [ ] Start the bulk path (test-campaign-generator) - [ ] Create a specific piece of content (character, quest, dialogue)
Example Session Flow
User: "Use narrative-architect"
Skill: [Reads foundation documents]
"I've read your foundation documents for Sellswords.
Let me expand the narrative structure..."
[Asks Phase 1 questions about story arcs]
User: [Answers about opening, inciting incident, etc.]
Skill: [Asks Phase 2 questions about characters]
User: [Provides companion details, antagonist specifics]
Skill: [Asks Phase 3 questions about key scenes]
User: [Defines pivotal moments]
Skill: [Asks Phase 4 questions about quest hooks]
User: [Approves quest seeds]
Skill: [Generates all four documents]
"Narrative architecture complete. Here's what was created..."
Skill Integration
Documents This Skill Reads
| Document | What It Extracts |
|---|---|
| world-bible.md | Setting, factions, geography, tone |
| narrative-bible.md | Theme, structure, archetypes, endings |
| design-pillars.md | Pillars for choice design, scope constraints |
Documents This Skill Creates
| Document | Who Uses It |
|---|---|
| story-arcs.md | quest-designer, test-campaign-generator |
| character-profiles.md | dialogue-designer, character-creator |
| key-scenes.md | quest-designer (for pacing) |
| quest-hooks.md | quest-designer (as starting points) |
Example Invocations
- •"Expand the narrative for my game"
- •"Flesh out the characters and story"
- •"Use narrative-architect"
- •"Create detailed story arcs"
- •"I need character profiles for my companions"
- •"Extract narrative from my D&D module"
- •"I have Dragons of Icespire Peak - create character profiles"
- •"Formalize my campaign notes into proper specs"
- •"Translate my tabletop NPCs into character profiles"
Workflow Summary
- •Read foundation documents (world-bible, narrative-bible, design-pillars)
- •Extract key narrative info (theme, structure, archetypes)
- •Ask Phase 1 questions (story arc expansion)
- •Wait for response
- •Ask Phase 2 questions (character expansion)
- •Wait for response
- •Ask Phase 3 questions (key scenes)
- •Wait for response
- •Ask Phase 4 questions (quest hooks)
- •Wait for response
- •Generate all four documents
- •Save to docs/narrative/
- •Offer next steps
Checklist Before Completing
- • Asked for input mode (Q&A, D&D Content, Existing Notes, Foundation Only)
- • Read all foundation documents
- • Gathered information appropriate to chosen input mode
- • Created
docs/narrative/story-arcs.md - • Created
docs/narrative/character-profiles.md - • Created
docs/narrative/key-scenes.md - • Created
docs/narrative/quest-hooks.md - • All documents reference foundation docs
- • Offered next steps (incremental vs bulk path)
- • For D&D imports: Properly translated tabletop content