genre-craft
This skill should be used when the user asks to "mystery", "fair play", "clue", "red herring", "romance beats", "HEA", "thriller", "ticking clock", "horror", "dread", "MG", "YA", "middle grade", "young adult", "science fiction", "sci-fi", "serial", "episodic", "web serial", "genr
Install
npx skills add https://github.com/danjdewhurst/story-skills/tree/main/skills/genre-craft
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install danjdewhurst-story-skills@llmmart
git clone https://github.com/danjdewhurst/story-skills.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole danjdewhurst/story-skills collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
Genre Craft
Overview
Genre-specific structural packs: the codified craft each genre expects, as checkable rules, ledgers, and audits. Packs cover mystery (fair play + clue ledger), romance (beats + HEA contract), thriller (ticking clock, power imbalance, set pieces), horror (dread/terror ordering, monster rules), MG/YA (category constraints), science fiction (load-bearing speculative elements), and serial/episodic structure. Use at story-init (pick the pack, set the constraints) and in revision (run the pack's audit).
Prerequisites
A story project must already exist (created via the story-init skill) with
its genre recorded in story.md. A plot structure (plot-structure) should
exist or be in progress.
When to Use
- Starting or re-categorizing a story in one of the covered genres
- Planning genre load-bearing elements (clues, clocks, season goals)
- Auditing a draft against its genre's contract
- NOT for line-level genre voice (that belongs to the
better-writingskill's genre work); these packs are structural - NOT for literary fiction as a pack — its conventions resist deterministic encoding by design
Workflow
- Pick the pack. Read
story.mdfor genre/sub-genre and load the matching reference:- Mystery / crime / detective →
references/mystery-fair-play.md - Romance →
references/romance-beats.md - Thriller / action / suspense →
references/thriller.md - Horror →
references/horror.md - Middle grade / young adult →
references/mg-ya.md - Science fiction →
references/scifi-pipeline.md - Serial / episodic / web serial →
references/serial-episodic.md - Multi-genre stories: load each applicable pack; where packs conflict
(e.g. horror's slow dread vs. thriller's cliffhangers), decide with
the user which genre's contract dominates per section and record the
decision in
story.mdnotes.
- Mystery / crime / detective →
- Set the constraints up front. Apply the pack's structural
requirements during planning:
- Mystery: create
continuity/clues/and ledger every clue and red herring viastory add clue "..." --planted chapter-NN --payoff chapter-NN, withsignificance-delayedfrontmatter where the reader sees the clue before understanding it. - Thriller: log every promised deadline in
continuity/promises/and track story-time inplot/timeline.md. - Serial: record
season-goal:instory.mdandepisode-question:in each installment's frontmatter. - MG/YA: record
target-words:instory.mdand check the category constraints (protagonist age, minimized adult involvement). - Sci-fi: write the speculative element's rules, costs, and limits in
worldbuilding/systems/before the climax exploits them.
- Mystery: create
- Draft against the pack. Use the pack's beat concepts and rules
alongside the
chapter-writingworkflow and thescene-craftscene-grain tools. Cross-link thriller pacing to the Fichtean curve note inreferences/thriller.md; cross-link serial book-level canon to theseries-continuityskill. - Run the pack audit in revision. Each reference ends with an audit
checklist. Run it as part of a developmental revision pass (see the
revision-continuityskill) and record findings in the revision plan. - Record genre decisions. Any deliberate deviation from the pack (a
romance without a black moment, a mystery that withholds) is a story
decision: note it in
story.mdwith the reason, so later audits don't "fix" it.
Conventions
- Pack-specific entities use the project conventions: kebab-case ids,
YAML frontmatter,
_index.mdregistries where a collection exists (continuity/clues/follows thecontinuity/promises/pattern). - Clue
plantedmust precedepayoff(story continuityflags payoff-before- plant as an error); deadline promises follow the same ordering logic as promise/question ordering. - Bidirectional links apply: clues link suspects and chapters; suspects' character files link back to the clue ids that implicate or clear them.
- Genre audits live in the revision plan or
continuity/audit files — never only in chat.
CLI Maintenance
Use the Story CLI when it is available. If story is not installed, use bun run story -- from the Story Skills repository checkout or the bundled fallback node ../story-maintenance/scripts/story.js with the same arguments, resolving the path relative to this skill folder. If no CLI is available, perform the registry, backlink, and word-count checks manually.
After adding or changing genre entities (clues, deadlines, season goals, episode questions):
story reindex .
story links .
story validate .
story continuity .
Reference Files
references/mystery-fair-play.md- Fair-play doctrine, clue-planting techniques, red-herring discipline, gather-suspects reveal, clue ledger conventionreferences/romance-beats.md- Widely-published romance beat concepts (paraphrased), HEA/HFN reader contract, the black momentreferences/thriller.md- Ticking clock honored once promised, power imbalance, set pieces, mini-cliffhanger endings, Fichtean curve pairingreferences/horror.md- Dread vs. terror vs. gross-out ordering, the uncanny, monster rules stated early, recovery periodsreferences/mg-ya.md- Word-count norms, age-appropriate voice/stakes, minimized adult involvement, content boundariesreferences/scifi-pipeline.md- Speculative element must be load-bearing, rules stated before exploited, worldbuilding→plot pipelinereferences/serial-episodic.md- Season/volume goal, per-episode dramatic question, a reward in every installment, recap discipline
Files (story-skills)
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references
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horror.md 3 KB
# Horror Craft Horror is the manipulation of fear through structure, not just imagery. The three modes of fear must be ordered deliberately. ## Dread vs. terror vs. gross-out - **Dread** — the anticipation of horror. The reader knows (or suspects) something is wrong before the character does. Dread is the most powerful and most sustainable mode; it carries whole novels. - **Terror** — the moment of confrontation. Short, sharp, and expensive: terror spent too often becomes noise. - **Gross-out** — visceral disgust. The cheapest mode and the fastest to fatigue. Use sparingly, and never as a substitute for dread. **Ordering rule:** build on dread, spend terror rarely, and earn gross-out only after dread has done the work. A horror story that opens with gross-out has nowhere to escalate. ## The uncanny The uncanny — the familiar made wrong — is horror's highest-leverage tool: - Take something ordinary (a nursery rhyme, a family dinner, a commute) and introduce one wrong detail. The reader's own familiarity does the frightening. - Plan uncanny beats in the scene outline: name the familiar thing and the single wrongness. More than one wrongness per beat becomes surrealism, which is a different effect. ## Monster rules, stated early Whatever the horror is — creature, ghost, curse, human evil — its **rules must be established before they are exploited**: - What it wants, what it can and cannot do, what protects against it (if anything). The reader must be able to feel the characters making *informed* bad decisions, not arbitrary ones. - Rules may be *discovered* by the characters (that's plot), but they must be *consistent*: a monster that breaks its own rules for a scare has spent the reader's trust. - Record the rules in the relevant worldbuilding system file and link them from the arc — rule changes are continuity changes (`story continuity` territory). ## Recovery periods Fear needs contrast. After a terror beat, give the reader a **recovery period**: a quieter scene where characters (and readers) process, regroup, or experience false safety. Recovery scenes are where sequels (see `scene-craft/references/scene-sequel.md`) do their best work in horror — the dilemma hits harder when the reader just caught their breath. - False safety is a tool, not a cheat: the recovery must be *genuinely* safer, so its violation lands. A recovery that was obviously a trap retroactively cheapens the quiet scene. - Never stack two terror beats without recovery between them. ## Horror audit (revision) - [ ] Dread carries the middle; terror is spent rarely and deliberately. - [ ] The horror's rules are stated before they are exploited, and never broken. - [ ] At least one uncanny beat per act (familiar thing + single wrongness). - [ ] Every terror beat is followed by a recovery period. - [ ] The ending's fear resolves the dread the opening planted — the thing the reader feared in chapter one is the thing confronted at the end. -
mg-ya.md 3 KB
# MG and YA Craft Middle Grade (roughly ages 8–12) and Young Adult (roughly 12–18) are defined less by subject matter than by **protagonist age, voice, stakes, and the role of adults**. These are checklist-friendly constraints — apply them at story-init and audit in revision. ## Word-count norms Know the target before drafting; length is part of the contract with the category's readers and gatekeepers: - **MG:** roughly 30,000–55,000 words (fantasy may run to ~70,000). - **YA:** roughly 55,000–90,000 words (fantasy/SF to ~100,000). Record the target in `story.md` (`target-words:`) and check progress with `story wordcount .`. A 130,000-word "MG" is a miscategorized adult novel — recategorize or cut. ## Age-appropriate voice and stakes - **Protagonist age** anchors the category: MG protagonists are typically 10–13; YA protagonists 15–18 (rarely younger than 14). The protagonist should be at the *upper* end of the target readership's age — readers read up. - **Voice** must read as the protagonist's age: concerns, humor, and emotional vocabulary calibrated to that age, not an adult looking back. (Voice calibration itself belongs to the `better-writing` skill; this is the structural constraint: *whose* age the voice must match.) - **Stakes** are age-sized but *felt* at full intensity: losing a best friend, being seen as a fraud at school, a parent's disappointment. The fate of kingdoms works in MG/YA only when routed through what it means to *this* young protagonist. Never condescend to the stakes — to the character, they are everything. ## Minimized adult involvement The young protagonist must be the agent of the story: - Adults may advise, obstruct, or be absent — but they must not **solve** the central problem. An adult who swoops in to fix the climax breaks the category contract. - Absent, incompetent, or constrained adults are structural tools: boarding schools, summer camps, and neglectful guardians exist to clear the field. If adults are present and competent, explain in-story why *they* can't act (and make that explanation airtight — young readers audit this). - **Audit question:** "Could a competent adult in this world solve the protagonist's problem in one scene?" If yes, restructure. ## Content boundaries - Match the category's norms for violence, romance, language, and thematic darkness — not as censorship but as *reader-trust*: the book was handed to a 10-year-old (or a 15-year-old) by someone who trusted the category. - Darkness is allowed; hopelessness is not. MG especially requires the ending to affirm agency — the world may be hard, but the protagonist's actions mattered. ## MG/YA audit (revision) - [ ] Protagonist age sits at the upper end of the target readership. - [ ] Word count within category norms (or recategorized deliberately). - [ ] No adult solves the central problem; adult absence is explained. - [ ] Stakes are age-sized and treated with full seriousness. - [ ] The ending affirms the protagonist's agency. -
mystery-fair-play.md 4.2 KB
# Mystery: Fair Play and the Clue Ledger The fair-play doctrine is the genre's contract with the reader: the reader must have every clue the detective has, in time to solve the mystery themselves. A mystery that withholds essentials is not clever — it is cheating. ## Fair-play rules - **The reader gets every clue.** Every fact the detective uses to solve the case must appear on the page before the solution, early enough to matter. - **The culprit is introduced early** — conventionally within the first third. A culprit who appears only at the reveal is a stranger, not a suspect. - **No withheld essentials.** The detective may not know something the reader doesn't (no secret evidence revealed at the gather-suspects scene). The detective may *misinterpret* — that is the game — but the facts must be shared. - **The solution must be the best explanation of the planted clues**, not merely a consistent one. If three solutions fit the clues, the planting was too thin. ## Clue-planting techniques - **Hidden in plain sight:** the clue appears as set dressing or a throwaway detail. The reader sees it; only the detective's context makes it a clue. - **Camouflaged:** the clue is embedded in a longer list or a busy scene — one wrong alibi among five correct ones, one inconsistent detail in a full witness statement. - **Misinterpreted:** the clue is correctly observed but wrongly explained, by the detective or by a witness the reader trusts. The reveal reframes it. - **Absence as clue:** the dog that didn't bark — something that *should* be present and isn't. Plant the expectation early so the absence registers. ## Red-herring discipline - Every red herring must be **plausible** (a reasonable reader could suspect this person), **scene-fitting** (it belongs in the scenes it appears in — never inserted solely to mislead), and **resolved, not abandoned**. - A resolved red herring gets its own mini-payoff: the suspect is cleared *for a reason that teaches the reader something true* about the case. - Track herrings in the clue ledger with `type: red-herring` and a `cleared-in` chapter. An uncleared herring is a broken promise. ## The gather-suspects reveal The classic reveal structure: assemble the suspects, walk through the evidence, eliminate each in turn, name the culprit. Requirements: - Every elimination must use **planted** clues (check the ledger). - The culprit's motive, means, and opportunity must each trace to a planted clue — three separate ledger entries minimum. - The scene works best when the detective is *wrong about one thing* on the way to being right — it keeps the reveal from feeling like a lecture. ## The clue ledger Maintain `continuity/clues/` with one file per clue (kebab-case ids). The CLI creates them with `story add clue`: ```shell story add clue "The silver locket" --planted chapter-02 --payoff chapter-05 ``` Omit `--payoff` when the payoff is not yet known. The generated frontmatter: ```yaml --- title: The silver locket status: planned # planned | planted | paid-off planted: chapter-02 payoff: chapter-05 significance-delayed: true # reader sees it before understanding it characters: [edwin-marsh, priya-okafor] arcs: [the-drowned-witness] --- ``` Add a `type: clue | red-herring` field by hand when the entry is a herring, plus `cleared-in: chapter-NN` recording where it gets resolved with a reason. - `planted` must precede `payoff` — `story continuity` reuses the promise-ordering machinery for the clue ledger: payoff before plant is an error, a clue planted ≥3 chapters ago with no payoff is a warning. - A clue with `significance-delayed: true` is fair play *only if* the clue itself was visible; delayed significance is the game, hidden clues are the cheat. - After adding or editing clues, run `story reindex .`, `story links .`, `story validate .`, `story continuity .` ## Mystery audit (revision) - [ ] Every clue the solution uses is planted before the reveal. - [ ] The culprit appears in the first third. - [ ] Every red herring is cleared with a reason. - [ ] No essential fact first appears in the reveal scene. - [ ] The detective's wrong turns use misinterpretation, not missing facts. -
romance-beats.md 3.5 KB
# Romance: Beats and the HEA Contract IP note: romance beat structure is widely discussed in craft communities (Gwen Hayes' *Romancing the Beat* is the best-known codification). This is a paraphrase of widely-published beat concepts, not a reproduction of any commercial beat list. ## The reader contract: HEA / HFN Romance makes the genre's hardest promise: a **Happy Ever After** or **Happy For Now** ending for the central couple. This is non-negotiable — a romance that ends with the couple apart or ambiguously together has broken its contract, whatever else it achieved. Every structural choice serves this promise: the reader must believe, at the end, that these two people have earned each other. - The HEA/HFN must be **earned by the characters' growth**, not by circumstance removing the obstacle. If the only thing keeping them apart was a misunderstanding, the romance is thin. - The ending proves the *theme* of the relationship: what these two people learned about love that they couldn't learn alone. ## Beat concepts (paraphrased) The widely-published romance arc, in structural terms: 1. **Setup / stuck in the lie** — each lead is shown living the false belief that keeps them from love (see the `theme-craft` lie/truth machinery: romance is often a dual change-positive arc). 2. **The meeting** — the leads collide under pressure. First impressions are wrong in an interesting way; attraction and resistance coexist. 3. **No-way / first turning point** — a reason the relationship cannot work is established. This is the engine: every scene tests it. 4. **Deepening** — forced proximity or shared stakes; the leads see each other's competence, humor, or wound. Intimacy grows *despite* the no-way. 5. **Midpoint shift** — the relationship changes state: a first kiss, a confession, a betrayal, a choice. After this, the old dynamic is gone. 6. **Retreat / darkening** — the lie reasserts itself; one or both leads pull back. The cost of vulnerability becomes concrete. 7. **The black moment** — all seems lost for the relationship: the lie wins a decisive round, the leads separate, the no-way looks permanent. This is the romance's all-is-lost beat and it must feel *final*. 8. **The turn** — the lead(s) confront the lie, usually at cost, and choose the truth. The grand gesture belongs here — and it must be *specific to this couple*, not a generic romantic set piece. 9. **HEA/HFN** — the couple together, the lie dead, the relationship's theme proven in a final image. ## Craft rules - **The obstacle must be internal as well as external.** Circumstance (distance, a rival, a misunderstanding) can complicate, but the *real* barrier is what each lead believes about love — otherwise the black moment resolves by logistics, not growth. - **Both leads change** (in the standard dual-arc romance). A romance where only one lead grows is a different story wearing romance's clothes. - **The black moment must threaten the relationship, not just the plot.** Danger to life and limb raises stakes; only danger to the *bond* earns the beat. - **Intimacy scenes (at any heat level) advance character**, not just the relationship status. Each one should change what the leads know about each other. ## Romance audit (revision) - [ ] The HEA/HFN is present and unambiguous. - [ ] The black moment feels final on first read. - [ ] The ending is earned by growth, not by circumstance. - [ ] Each lead has a lie, a wound, and a truth (see `theme-craft`). - [ ] The "no-way" reason is tested in scenes, not just stated. -
scifi-pipeline.md 3.5 KB
# The Sci-Fi Pipeline: Worldbuilding → Plot In science fiction, the speculative element (the technology, the alien biology, the altered physics, the future history) must be **load-bearing**: remove it, and the plot collapses. A story that would work unchanged as a contemporary drama with the serial numbers filed off is not science fiction — it is a drama wearing a costume. ## The load-bearing test For the central speculative element, ask: *if I replaced this with its mundane equivalent, would the plot still function?* - A faster-than-light drive that only changes the scenery fails the test. A faster-than-light drive whose travel time creates the story's central dilemma (messages outlive senders; colonies diverge) passes it. - Apply the test at the **premise** level (story-init) and again at the **audit** level (revision): list three plot turns that are *impossible* without the speculative element. Fewer than three means the element is decorative — either wire it into the plot or cut it. ## Rules stated before exploited The speculative element's rules are plot machinery, so they follow the same discipline as horror's monster rules: - **State the rules before the climax exploits them.** The reader must be able to anticipate the solution's shape, even if not its specifics. A rule revealed at the moment of use is a deus ex machina with better production values. - **Costs and limits are more interesting than capabilities.** A technology that does everything generates no plot; a technology with a price, a range limit, or a side effect generates all of it. Record costs and limits in the system file, not just powers. - **Rule changes are continuity changes.** If the draft discovers a better rule mid-book, update the worldbuilding system file and re-check every earlier scene that assumed the old rule (`story continuity` territory). ## The pipeline Wire the speculative element through the existing machinery in this order: 1. **System file** (`worldbuilding/systems/`): rules, costs, limits, failure modes, who understands it. 2. **Character file**: who depends on it, who fears it, whose lie it feeds (see `theme-craft`) — the element should intersect at least one character's arc. 3. **Arc file**: at least one plot turn that is impossible without it (the load-bearing test, made concrete). 4. **Timeline**: the element's introduction precedes its exploitation — check `planted-in` vs `paid-off-in` ordering as with any setup. ## Common failure modes - **The lecture chapter:** a character explains the science to someone who should already know it. Deliver rules through use, failure, or conflict (see `scene-craft/references/exposition.md`), not seminars. - **The magic button:** a capability introduced exactly when needed. Audit: every capability used in the climax must appear (even in passing) in the first half. - **The unexamined implication:** a world-changing technology with no social consequences (immortality nobody comments on, teleportation with traffic jams). If the element is load-bearing for plot, its second-order effects should appear in the worldbuilding — or the world feels thin. ## Sci-fi audit (revision) - [ ] The load-bearing test: three plot turns impossible without the element. - [ ] Rules stated before exploited; costs and limits recorded. - [ ] No capability first appears in the climax. - [ ] The element intersects at least one character's arc. - [ ] Second-order effects visible in the worldbuilding. -
serial-episodic.md 3.8 KB
# Serial / Episodic Structure Serial fiction (web serials, episodic novels, seasonal releases) needs structure at **two layers**: the within-installment layer this reference covers, and the book/season layer the `series-continuity` skill handles (one project per book, canon carried across). Do not confuse them. ## The season/volume goal Every season (or volume, or series-arc) needs one **overarching goal**: the thing the whole season is about. It should be statable in one sentence and visible from the first installment: - "Take the city back from the Hollow Men." - "Find out who is killing the oath-bound." The season goal gives installments their direction and the finale its payoff. Record it in `story.md` (`season-goal:`) or the top of `plot/_index.md`. A serial without a season goal drifts — readers can feel the absence by installment five. ## The per-episode dramatic question Every installment must pose and **answer** one dramatic question — not the season question, a smaller one: - Installment 3: "Will Mara get the ledger out of the counting house?" - Installment 7: "Who warned the Hollow Men?" Rules: - The question is posed early in the installment and answered by its end. An installment that only advances the season goal without resolving its own question feels like a fragment. - The answer may raise a *new* question (chains are good), but it must not merely defer the original one. - Record each installment's question in the chapter frontmatter (`episode-question:`) and its answer in the chapter notes. ## A reward in every installment Serial readers pay per installment (in money or attention). Each one must deliver something complete: - A revelation, a reversal, a set piece, a relationship shift, a mystery answered — at least one **concrete payoff** per installment, even while larger threads stay open. - The reward should be *proportional* to the installment's position: early installments reward with momentum and intrigue; late installments reward with payoff. - Audit: list each installment's reward in one line. An installment with no reward is a candidate for merging with its neighbor. ## Recap discipline Serial installments release apart in time; readers forget. But recaps that read as recaps insult the reader: - **Weave, don't dump:** re-establish essential facts through the installment's action (a character checks the wound from last time; a rival references the betrayal). - **One-paragraph maximum** of explicit "previously" material, and only for facts the installment's plot *requires*. Everything else is the reader's problem — trust them. - New-reader onboarding is a feature, not a bug: each installment should orient a new reader within its first page (who, where, what's at stake) without punishing returning readers. See `scene-craft/references/openings.md`. ## Arc-specific stakes (preventing endless escalation) Serials die by escalation inflation: every installment bigger than the last until the story is absurd. Instead, **vary the stake type** per arc: - Personal stakes (a relationship), professional stakes (a position), physical stakes (safety), moral stakes (a principle) — rotate them. - A quiet installment about a betrayal can land harder than a loud one about an explosion, *because* of the contrast. Plan the stake rotation in the season outline. ## Serial audit (per season) - [ ] One-sentence season goal, visible from installment one. - [ ] Every installment poses and answers its own dramatic question. - [ ] Every installment delivers at least one concrete reward. - [ ] Recaps are woven, not dumped; new readers can orient in one page. - [ ] Stakes rotate in type; no three consecutive installments escalate the same stake. - [ ] The season finale pays off the season goal *and* the longest-running installment questions. -
thriller.md 3.3 KB
# Thriller Craft Thrillers run on pressure: a protagonist outmatched, a clock running, and chapters that end before the reader can put the book down. ## The ticking clock (honored once promised) - If the story promises a deadline — a bomb, a trial date, a ransom window — the deadline is **sacred**. The climax must engage the clock: beat it, miss it with consequences, or reveal the clock was misread (which must itself be a planted, fair twist — see `mystery-fair-play.md`). - A promised clock that fizzles ("actually there was plenty of time") is a broken promise. Log every deadline in `continuity/promises/` with its promised chapter and its payoff chapter. - **Clock discipline:** track story-time explicitly in `plot/timeline.md`. The reader does thriller math — if the bomb has "twenty minutes" and the next three chapters take an hour of story time, the contract breaks. ## Power imbalance The thriller protagonist starts **outmatched**: fewer resources, less information, worse position than the opposition. The imbalance is the engine — every scene is the protagonist spending ingenuity against superior force. - Record the imbalance in the arc file: what the opposition has that the protagonist doesn't. - The protagonist's wins must come from **asymmetric moves** (cleverness, sacrifice, exploiting the opposition's blind spot), never from suddenly matching the opposition's strength. - Escalate by *narrowing options*, not just raising stakes: the thriller tightens (fewer allies, fewer exits, less time) rather than merely getting louder. ## Set pieces Plan 2–4 **set pieces**: extended, high-craft sequences (a chase, an infiltration, a siege, a con) that the reader will remember. Each set piece: - Has its own try/fail chain (see `scene-craft/references/try-fail.md`) with at least three beats. - Changes the board: after a set piece, the situation is materially different (an ally lost, a resource spent, knowledge gained). - Is *earned* by setup: the location, the tools, and the opposition's capabilities were all planted earlier. ## Mini-cliffhanger chapter endings End thriller chapters on **unresolved motion**: a door opening, a phone ringing with bad news, a decision forced but not yet made. Not every chapter — relentless cliffhangers flatten — but the default thriller chapter ends mid-tension, not on resolution. See `chapter-writing/references/writing-guidelines.md` on chapter endings; thrillers bias hard toward the cliffhanger end of that spectrum. ## Structure pairing Thrillers pair naturally with the **Fichtean curve** pacing shape: the story opens at or near the first crisis with minimal setup, then escalates through a rising series of crises. (Fichtean curve is not one of the five structure models in `plot-structure/references/structure-models.md` — when using it, note the choice in `plot/_index.md`'s structure section and track crises as the primary beat unit.) Cross-link the Fichtean crisis beats to the ticking-clock deadlines in the timeline. ## Thriller audit (revision) - [ ] Every promised deadline is engaged by the climax. - [ ] Story-time math holds across the clock chapters. - [ ] The protagonist never wins by suddenly matching the opposition. - [ ] Each set piece changes the board. - [ ] Chapter endings default to unresolved motion.
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SKILL.md 6 KB
--- name: genre-craft description: This skill should be used when the user asks to "mystery", "fair play", "clue", "red herring", "romance beats", "HEA", "thriller", "ticking clock", "horror", "dread", "MG", "YA", "middle grade", "young adult", "science fiction", "sci-fi", "serial", "episodic", "web serial", "genre conventions", or wants genre-specific structural craft for a story project. --- # Genre Craft ## Overview Genre-specific structural packs: the codified craft each genre expects, as checkable rules, ledgers, and audits. Packs cover mystery (fair play + clue ledger), romance (beats + HEA contract), thriller (ticking clock, power imbalance, set pieces), horror (dread/terror ordering, monster rules), MG/YA (category constraints), science fiction (load-bearing speculative elements), and serial/episodic structure. Use at story-init (pick the pack, set the constraints) and in revision (run the pack's audit). ## Prerequisites A story project must already exist (created via the story-init skill) with its genre recorded in `story.md`. A plot structure (plot-structure) should exist or be in progress. ## When to Use - Starting or re-categorizing a story in one of the covered genres - Planning genre load-bearing elements (clues, clocks, season goals) - Auditing a draft against its genre's contract - NOT for line-level genre voice (that belongs to the `better-writing` skill's genre work); these packs are structural - NOT for literary fiction as a pack — its conventions resist deterministic encoding by design ## Workflow 1. **Pick the pack.** Read `story.md` for genre/sub-genre and load the matching reference: - Mystery / crime / detective → `references/mystery-fair-play.md` - Romance → `references/romance-beats.md` - Thriller / action / suspense → `references/thriller.md` - Horror → `references/horror.md` - Middle grade / young adult → `references/mg-ya.md` - Science fiction → `references/scifi-pipeline.md` - Serial / episodic / web serial → `references/serial-episodic.md` - Multi-genre stories: load each applicable pack; where packs conflict (e.g. horror's slow dread vs. thriller's cliffhangers), decide with the user which genre's contract dominates per section and record the decision in `story.md` notes. 2. **Set the constraints up front.** Apply the pack's structural requirements during planning: - Mystery: create `continuity/clues/` and ledger every clue and red herring via `story add clue "..." --planted chapter-NN --payoff chapter-NN`, with `significance-delayed` frontmatter where the reader sees the clue before understanding it. - Thriller: log every promised deadline in `continuity/promises/` and track story-time in `plot/timeline.md`. - Serial: record `season-goal:` in `story.md` and `episode-question:` in each installment's frontmatter. - MG/YA: record `target-words:` in `story.md` and check the category constraints (protagonist age, minimized adult involvement). - Sci-fi: write the speculative element's rules, costs, and limits in `worldbuilding/systems/` before the climax exploits them. 3. **Draft against the pack.** Use the pack's beat concepts and rules alongside the `chapter-writing` workflow and the `scene-craft` scene-grain tools. Cross-link thriller pacing to the Fichtean curve note in `references/thriller.md`; cross-link serial book-level canon to the `series-continuity` skill. 4. **Run the pack audit in revision.** Each reference ends with an audit checklist. Run it as part of a developmental revision pass (see the `revision-continuity` skill) and record findings in the revision plan. 5. **Record genre decisions.** Any deliberate deviation from the pack (a romance without a black moment, a mystery that withholds) is a story decision: note it in `story.md` with the reason, so later audits don't "fix" it. ## Conventions - Pack-specific entities use the project conventions: kebab-case ids, YAML frontmatter, `_index.md` registries where a collection exists (`continuity/clues/` follows the `continuity/promises/` pattern). - Clue `planted` must precede `payoff` (`story continuity` flags payoff-before- plant as an error); deadline promises follow the same ordering logic as promise/question ordering. - Bidirectional links apply: clues link suspects and chapters; suspects' character files link back to the clue ids that implicate or clear them. - Genre audits live in the revision plan or `continuity/` audit files — never only in chat. ## CLI Maintenance Use the Story CLI when it is available. If `story` is not installed, use `bun run story --` from the Story Skills repository checkout or the bundled fallback `node ../story-maintenance/scripts/story.js` with the same arguments, resolving the path relative to this skill folder. If no CLI is available, perform the registry, backlink, and word-count checks manually. After adding or changing genre entities (clues, deadlines, season goals, episode questions): ```shell story reindex . story links . story validate . story continuity . ``` ## Reference Files - **`references/mystery-fair-play.md`** - Fair-play doctrine, clue-planting techniques, red-herring discipline, gather-suspects reveal, clue ledger convention - **`references/romance-beats.md`** - Widely-published romance beat concepts (paraphrased), HEA/HFN reader contract, the black moment - **`references/thriller.md`** - Ticking clock honored once promised, power imbalance, set pieces, mini-cliffhanger endings, Fichtean curve pairing - **`references/horror.md`** - Dread vs. terror vs. gross-out ordering, the uncanny, monster rules stated early, recovery periods - **`references/mg-ya.md`** - Word-count norms, age-appropriate voice/stakes, minimized adult involvement, content boundaries - **`references/scifi-pipeline.md`** - Speculative element must be load-bearing, rules stated before exploited, worldbuilding→plot pipeline - **`references/serial-episodic.md`** - Season/volume goal, per-episode dramatic question, a reward in every installment, recap discipline
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