gat-story
GitHub通过一问一答的作家访谈形式,探索并文档化游戏叙事。支持生成故事、角色、世界观等文件,或仅进行探讨。依据现有资料提问,按需调用其他技能检查设计或视觉影响。
Trigger Scenarios
Install
npx skills add Yuki001/game-dev-skills --skill gat-story -g -y
SKILL.md
Frontmatter
{
"name": "gat-story",
"description": "Develop game story and narrative through one-question-at-a-time writer interviews. Produces narrative docs under gat\/narrative\/ or runs as discussion-only. Use when the user wants story, plot, lore, worldbuilding, characters, quests, dialogue, narrative tone, or authored story content for a GAT game.",
"allowed-tools": "Read, Glob, Grep, Write, Edit, Agent, AskUserQuestion",
"argument-hint": "[<hint> | discuss]",
"user-invocable": true
}
Story
This skill explores and documents a game's narrative through open-ended writer
interview. Spawn gat-writer for narrative reasoning. Spawn gat-designer or
gat-artist only when story choices need design-system or visual-direction checks.
Pick questions from the angle table below — follow the conversation, not a script.
Phase 1: Resolve Mode
- If argument is
discuss→ Mode:discuss(no files written, exploration only) - If argument is a hint or empty → Mode:
story(produces narrative docs undergat/narrative/)
Check whether these files exist:
gat/overview/game.mdgat/overview/systems-index.mdgat/overview/art-direction.mdgat/narrative/story.mdgat/narrative/world.mdgat/narrative/characters.mdgat/narrative/quests.mdgat/narrative/dialogue.md
If foundational overview docs exist, read them before asking questions that they
already answer. If they are missing, proceed only with high-level narrative
brainstorming and note that final narrative docs may need revision after
/gat-brainstorm establishes the game overview and systems.
Phase 2: The Interview
Core Rules
- One question at a time. Never batch. Wait for the answer before the next question.
- Provide a recommended answer with each question. Explain the narrative reasoning.
- Prefer open-ended questions. Let the user type free-form responses. Reserve
AskUserQuestionfor concrete options where the user needs to choose. - Pick angles, don't follow steps. Use the angle table as a menu. Jump to whatever dimension is most useful next.
- If a question can be answered by reading existing files, read them instead of asking.
- Spawn
gat-writerwhen you need narrative synthesis: premise, tone, character arcs, world logic, quest structure, dialogue voice, or consistency checks. - Spawn
gat-designerwhen narrative choices affect mechanics, system ownership, progression, player agency, or content volume. - Spawn
gat-artistwhen narrative choices affect visual identity, character/world art hooks, readability, motifs, or asset groups.
Drilling into Vague Narrative Ideas
When the user has a fuzzy story idea, make it playable and specific through curious questioning.
How to drill:
- When the user says the story should feel a certain way, ask what event, character choice, or player action creates that feeling.
- When the user mentions lore, ask how the player encounters it: dialogue, quest, item text, environment, UI, systemic event, or cutscene.
- When a character is named, ask what they want, what blocks them, how they pressure the player, and whether they change.
- When the user references another work, isolate what to borrow: structure, tone, world texture, relationship dynamic, mystery shape, or dialogue style.
- When a branching idea appears, ask how many branches must be produced and whether consequences are cosmetic, systemic, or story-changing.
- When a world fact appears, ask what it causes in daily life, factions, resources, locations, or mechanics.
- If an answer opens three new questions, resolve the one that most affects player role, stakes, or content scope first.
Signals that something is still vague and needs more drilling:
- The user uses abstract story adjectives without concrete beats behind them ("dark", "emotional", "epic", "mysterious", "cozy")
- The protagonist, antagonist, or player role lacks motivation
- The world has lore but no player-facing delivery method
- The story can be summarized but not played
- Branching is proposed without content-budget boundaries
- Tone conflicts with gameplay, art direction, or target audience
Seed Extraction
If a concept hint was provided, first spawn gat-writer to extract what the hint
already answers. Briefly summarize what's established so the user can confirm or
correct before diving in. Skip if no hint.
Interview Angles
Pick questions from any angle below. There is no fixed order — follow the thread that matters most at each moment. The table is a palette, not a checklist.
| # | Angle | Purpose | Example prompts |
|---|---|---|---|
| 1 | Narrative Need | Decide whether the game needs light flavor, authored story, or deep narrative systems | How much story does this game need to work? Could it be mostly atmospheric, or does it need plot progression? |
| 2 | Player Role | Anchor story to the player's fantasy and verbs | Who is the player in the world? What do they do that matters narratively? |
| 3 | Premise & Conflict | Define the situation and pressure | What is wrong with the world when play begins? Who or what opposes the player? |
| 4 | Stakes | Make outcomes meaningful | What happens if the player fails? Are the stakes personal, communal, cosmic, comedic, or material? |
| 5 | Theme | Clarify what the story is about beneath plot | What question does the story keep asking? What value is being tested? |
| 6 | Tone | Set the audience contract | Should this feel sincere, tragic, funny, eerie, heroic, cozy, satirical, or something else? |
| 7 | Structure | Shape story progression | Is the story linear, episodic, hub-based, branching, cyclical, or emergent? |
| 8 | World Rules | Build coherent setting constraints | What facts about the world must always be true? What can never happen here? |
| 9 | Factions & Power | Create social pressure and conflict | Who holds power? Who wants change? What resources are scarce? |
| 10 | Locations | Turn setting into playable places | Which places must the player visit, revisit, or transform? What does each location do for the story? |
| 11 | Characters | Define cast function and arcs | Who matters to the player? What does each major character want, and how do they change? |
| 12 | Antagonism | Clarify opposition | Is the antagonist a person, system, environment, mystery, inner flaw, or rival goal? |
| 13 | Relationships | Create emotional stakes | Which relationships carry the story? Ally, rival, mentor, dependent, enemy, community? |
| 14 | Quests & Beats | Map narrative into player action | What are the key story beats, and what does the player do during each one? |
| 15 | Choice & Consequence | Bound interactivity | Which choices matter? Are consequences immediate, delayed, cosmetic, mechanical, or ending-related? |
| 16 | Dialogue & Voice | Define how characters sound | How talkative is the game? Do characters speak in full conversations, short barks, UI text, or silent implication? |
| 17 | Environmental Storytelling | Express story without exposition | What should the player infer from spaces, props, signs, ruins, UI, enemies, or routines? |
| 18 | Lore Budget | Prevent scope creep | How many factions, named NPCs, locations, lore entries, quests, and endings are reasonable for MVP? |
| 19 | Art Hooks | Connect narrative to visuals | What motifs, silhouettes, symbols, color meanings, or materials should art direction carry? |
| 20 | Sensitivity & Rating | Avoid harmful or mismatched content | Are there themes that need content warnings, cultural review, age-rating limits, or softer handling? |
| 21 | Localization & Readability | Keep text producible and readable | How text-heavy can the game be? Does dialogue need to be easy to localize, skip, replay, or summarize? |
Navigating the Interview
- Start where the energy is. If the user leads with a character, start there. If they lead with setting, start with world rules. If they lead with mechanics, start with player role and story delivery.
- Drill, don't move on. When the answer is abstract, ask the follow-up that turns it into a beat, role, rule, or delivery method.
- Ask open-ended, resolve with options. Most questions should be dialogue.
Use
AskUserQuestiononly when choosing among concrete narrative proposals. - Spawn
gat-writermid-interview when you need a concise story proposal, character arc set, quest structure, or consistency pass. Present the result, then ask what to keep or change. - Loop back naturally. If a later answer contradicts an earlier canon point, point it out and resolve the tension.
- Know when to stop. The interview has covered enough when:
- The player role, premise, conflict, stakes, tone, and theme are clear
- The story delivery method is known
- The world has enough rules and locations for the game's scope
- Major characters or factions have motivations and functions
- Narrative content volume is bounded
- The user starts repeating themselves rather than adding new information
Phase 3: Write or Summarize
If Mode is story
Before writing, summarize what's been decided across premise, world, characters, structure, delivery, scope, and open questions. Ask:
"Ready to write the narrative docs?" Options:
Yes, write them/Let me keep discussing
If yes, read the relevant templates:
.claude/docs/templates/design/narrative-story.md.claude/docs/templates/design/narrative-world.md.claude/docs/templates/design/narrative-characters.md.claude/docs/templates/design/narrative-quests.md.claude/docs/templates/design/narrative-dialogue.md
Spawn gat-writer to write the narrative docs under gat/narrative/.
Always write or update:
gat/narrative/story.md
Write or update these only when the game needs them:
gat/narrative/world.mdfor setting rules, factions, locations, culture, or environmental storytellinggat/narrative/characters.mdfor named cast, factions-as-characters, voice, arcs, or relationshipsgat/narrative/quests.mdfor authored missions, story objectives, progression beats, or branching consequencesgat/narrative/dialogue.mdfor conversations, barks, VO, UI narrative text, or reusable voice rules
Pass all interview answers, existing overview/narrative files, and the selected templates. Instruct the writer to preserve template metadata and source-reference sections, mark uncertain material as open questions, and keep outputs concise.
If Mode is discuss
Summarize what was decided and what remains open. No files written.
Suggest:
/gat-story(withoutdiscuss) to turn this discussion into narrative docs/gat-milestoneto plan milestone slices after overview (and narrative, if needed) are ready
Phase 4: Hand Off
Summarize what was created or discussed.
If narrative docs were written, suggest next steps:
/gat-milestoneto plan milestone slices (milestone planning runs BEFORE per-system design; do NOT run/gat-designdirectly from here)- If story revealed or changed systems, update
gat/overview/systems-index.md(via/gat-brainstormor directly) before planning milestones
Version History
- 832aed0 Current 2026-07-05 15:18


