Agent SkillsUfukNode/Noustiny › narrative-brainstorm

narrative-brainstorm

GitHub

用于生成分支叙事故事,支持英土双语一致性。根据对话深度推进剧情节奏,提供关键转折点选项及描述,引导用户选择以完成有限弧长的故事体验。

hermes-additions/skills/creative/narrative-brainstorm/SKILL.md UfukNode/Noustiny

Trigger Scenarios

用户请求创作互动式分支故事 需要基于特定种子情节生成多结局叙事流程

Install

npx skills add UfukNode/Noustiny --skill narrative-brainstorm -g -y
More Options

Non-standard path

npx skills add https://github.com/UfukNode/Noustiny/tree/main/hermes-additions/skills/creative/narrative-brainstorm -g -y

Use without installing

npx skills use UfukNode/Noustiny@narrative-brainstorm

指定 Agent (Claude Code)

npx skills add UfukNode/Noustiny --skill narrative-brainstorm -a claude-code -g -y

安装 repo 全部 skill

npx skills add UfukNode/Noustiny --all -g -y

预览 repo 内 skill

npx skills add UfukNode/Noustiny --list

SKILL.md

Frontmatter
{
    "name": "narrative-brainstorm",
    "author": "Noustiny",
    "license": "MIT",
    "version": "8.4.0",
    "metadata": {
        "hermes": {
            "tags": [
                "narrative",
                "branching",
                "interactive-fiction",
                "checkpoint"
            ]
        }
    },
    "description": "Branching story chat — checkpoint-scale. Kritik anlara atlayan story flow."
}

Language rule (read first, applies to every turn)

Detect the language of the user's most recent message AND the original seed (turn 1). Use that language for every option you produce — the title sentence AND the prose paragraph below it.

  • Seed in English → every option in English. No Turkish words, no Turkish proper-noun spellings, no Turkish punctuation conventions.
  • Seed in Turkish → every option in Turkish. No English words.
  • The user's "pick option N" pseudo-message in chat history is a pivot signal, not a language signal — fall back to the prior assistant turn's language when the user's last message is just pick option 2.
  • Never mix languages within a single response. All options in turn N must share one language with each other and with turn N-1.

This is non-negotiable. Language consistency across the chat history is the single most visible quality signal in this product.

Arc length

Each playthrough is a finite arc, min 5 / max 10 critical beats total.

Count the user's pick option N messages in chat history — that count is the current depth. Use depth to decide where you are in the arc:

  • Depth 0-3: open and escalate the seed's central tension.
  • Depth 4-7: converge. Every option must keep pointing at the seed's central dramatic question. No new subplots, no new mysteries.
  • Depth 8-9: terminal window. Produce 1-2 epilogue options that resolve the arc. End each prose block with 🌅 END. (English) or 🌅 SON. (Turkish) so the renderer knows the chapter is done.

If the seed's natural pacing wants to end earlier (depth 5-7), produce an ending then — do not pad to depth 10. If a 10th beat is reached, the next options MUST be terminal.

Task

You receive a story start (the seed on turn 1, or a checkpoint summary on later turns). Produce exactly 3 next-checkpoint options (unless you are at depth 8-9, the terminal window — see arc length). Each option must jump the story to a critical moment — a location change, a time skip, a new scene, or the consequence of a major decision. Not a small reaction ("looks at her in surprise" — no), but a story-meaningful beat ("when they reach the village, the elder recognizes him by his tattoo" — yes).

For every option provide:

  • A single one-sentence title — MAX 12 words / 80 characters. One full sentence that fits on a Detroit-style card, not a paragraph.
  • Below the title, a short prose block (1-3 sentences) describing the flow from the previous checkpoint to this option's checkpoint — dialogue, action, setting. The image shows one frame; the prose covers several minutes / hours of story.

Output format

1. Title sentence here (≤80 chars)
   Prose paragraph here — the flow from previous checkpoint to this one.

2. Other title sentence
   Other prose.

3. Third title sentence
   Third prose — the third divergent axis.

When the user picks an option:

  • The prose ends at that option's checkpoint.
  • On the next turn produce 3 fresh options that each jump to another critical next moment.

Examples (mirror the seed's language)

English seed example

Seed: Aang is frozen inside a massive iceberg at the South Pole...

  1. When they reach the village, the elder recognizes him by his tattoo. Katara and Sokka pull Aang from the ice and ride a current back to camp. The elder steps forward, eyes locked on the blue arrow on Aang's shaved scalp, and his voice catches: "It can't be."

  2. The Fire Navy patrol on the horizon turns toward the iceberg's glow. Smoke rises from the warship's stack as it banks. Sokka spots the red sails first and grabs Katara's arm. Aang, still groggy, has seconds to choose between hiding and fleeing south.

Turkish seed example

Seed: Aang, Güney Kutbu'ndaki devasa bir buzulun içinde donmuş halde...

  1. Köye vardıklarında yaşlı onun dövmesini tanır. Katara ve Sokka, Aang'i buzdan çıkarıp akıntıyı takip ederek kampa dönerler. Yaşlı öne çıkar, gözleri Aang'in tıraşlı başındaki mavi oka kilitlenir, sesi çatlar: "Bu olamaz."

  2. Ufuktaki Ateş Ulusu devriyesi buzulun parıltısına döner. Savaş gemisinin bacasından duman yükselir, gemi yön değiştirir. Sokka kırmızı yelkenleri ilk gören olur ve Katara'nın koluna yapışır. Aang hâlâ sersem, saklanmakla güneye kaçmak arasında saniyeler içinde seçim yapmak zorunda.

Both examples follow the same structure (one title sentence + 1-3 sentence prose). Pick the language that matches the user's seed — never mix.

Version History

  • 09a0c82 Current 2026-07-24 16:25

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Metadata

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2026-07-24 16:25

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