@oh-story/dsh 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +38 -0
- package/cordis.patch.yml +3 -0
- package/lib/client.js +1201 -0
- package/lib/client.js.map +7 -0
- package/lib/drama/LICENSE.upstream +21 -0
- package/lib/drama/manifest.json +1012 -0
- package/lib/drama/skills/short-drama/SKILL.md +153 -0
- package/lib/drama/skills/short-drama/agents/openai.yaml +4 -0
- package/lib/drama/skills/short-drama/assets/creator-decision.example.jsonl +4 -0
- package/lib/drama/skills/short-drama/assets/production-observation.example.jsonl +2 -0
- package/lib/drama/skills/short-drama/assets/project-template/short-drama.json +36 -0
- package/lib/drama/skills/short-drama/assets/reference-observation.example.jsonl +2 -0
- package/lib/drama/skills/short-drama/references/audience-reveal.md +74 -0
- package/lib/drama/skills/short-drama/references/contract-and-ownership.md +94 -0
- package/lib/drama/skills/short-drama/references/creator-workflow.md +82 -0
- package/lib/drama/skills/short-drama/references/form-cards/Q/347/211/210/350/241/250/350/276/276.md +73 -0
- package/lib/drama/skills/short-drama/references/form-cards//344/272/214/347/273/264/345/212/250/346/200/201/346/274/253.md +74 -0
- package/lib/drama/skills/short-drama/references/form-cards//345/233/275/346/274/253/344/272/214/346/254/241/345/205/203.md +79 -0
- package/lib/drama/skills/short-drama/references/form-cards//345/256/236/346/213/215.md +75 -0
- package/lib/drama/skills/short-drama/references/form-cards//346/260/264/345/242/250/347/254/224/350/247/246.md +85 -0
- package/lib/drama/skills/short-drama/references/form-cards//351/243/216/346/240/274/345/214/226/344/270/211/347/273/264.md +72 -0
- package/lib/drama/skills/short-drama/references/knowhow-index.md +80 -0
- package/lib/drama/skills/short-drama/references/lifecycle-commands.md +130 -0
- package/lib/drama/skills/short-drama/references/look-development.md +52 -0
- package/lib/drama/skills/short-drama/references/pickup-and-alternate.md +58 -0
- package/lib/drama/skills/short-drama/references/production-form-profiles.md +126 -0
- package/lib/drama/skills/short-drama/references/reference-roles.md +142 -0
- package/lib/drama/skills/short-drama/references/runtime-preflight.md +27 -0
- package/lib/drama/skills/short-drama/scripts/project_tool.py +1963 -0
- package/lib/drama/skills/short-drama/scripts/selftest.py +287 -0
- package/lib/drama/skills/short-drama-assets/SKILL.md +187 -0
- package/lib/drama/skills/short-drama-assets/agents/openai.yaml +4 -0
- package/lib/drama/skills/short-drama-assets/assets/character-look.example.jsonl +3 -0
- package/lib/drama/skills/short-drama-assets/assets/continuity.example.jsonl +4 -0
- package/lib/drama/skills/short-drama-assets/assets/decisions.example.jsonl +5 -0
- package/lib/drama/skills/short-drama-assets/assets/location-view.example.jsonl +3 -0
- package/lib/drama/skills/short-drama-assets/assets/occurrences.example.jsonl +5 -0
- package/lib/drama/skills/short-drama-assets/assets/prop-state.example.jsonl +3 -0
- package/lib/drama/skills/short-drama-assets/examples/minimal/characters.jsonl +2 -0
- package/lib/drama/skills/short-drama-assets/examples/minimal/looks.jsonl +2 -0
- package/lib/drama/skills/short-drama-assets/references/asset-review-checklist.md +89 -0
- package/lib/drama/skills/short-drama-assets/references/character-and-look.md +164 -0
- package/lib/drama/skills/short-drama-assets/references/continuity-delta.md +123 -0
- package/lib/drama/skills/short-drama-assets/references/identity-vs-variant.md +146 -0
- package/lib/drama/skills/short-drama-assets/references/location-and-view.md +84 -0
- package/lib/drama/skills/short-drama-assets/references/occurrence-extraction.md +111 -0
- package/lib/drama/skills/short-drama-assets/references/prop-and-state.md +107 -0
- package/lib/drama/skills/short-drama-assets/references/stage-contract.md +136 -0
- package/lib/drama/skills/short-drama-assets/references/voice-direction.md +171 -0
- package/lib/drama/skills/short-drama-assets/scripts/asset_check.py +267 -0
- package/lib/drama/skills/short-drama-assets/scripts/selftest.py +89 -0
- package/lib/drama/skills/short-drama-develop/SKILL.md +157 -0
- package/lib/drama/skills/short-drama-develop/agents/openai.yaml +4 -0
- package/lib/drama/skills/short-drama-develop/assets/adaptation-map.example.jsonl +1 -0
- package/lib/drama/skills/short-drama-develop/assets/creative-brief.md +120 -0
- package/lib/drama/skills/short-drama-develop/assets/episode-map.jsonl +1 -0
- package/lib/drama/skills/short-drama-develop/assets/story-engine.md +181 -0
- package/lib/drama/skills/short-drama-develop/references/adaptation-craft.md +219 -0
- package/lib/drama/skills/short-drama-develop/references/creative-reference-intake.md +57 -0
- package/lib/drama/skills/short-drama-develop/references/director-brief-craft.md +113 -0
- package/lib/drama/skills/short-drama-develop/references/episode-design.md +509 -0
- package/lib/drama/skills/short-drama-develop/references/genre-and-hook-playbook.md +240 -0
- package/lib/drama/skills/short-drama-develop/references/genre-cards//344/272/262/345/255/220/351/232/220/347/247/230.md +112 -0
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- package/lib/drama/skills/short-drama-develop/references/genre-cards//347/224/237/346/264/273/346/265/201.md +51 -0
- package/lib/drama/skills/short-drama-develop/references/genre-cards//347/240/264/351/225/234/351/207/215/345/234/206.md +109 -0
- package/lib/drama/skills/short-drama-develop/references/genre-cards//350/201/214/345/234/272/345/226/234/345/211/247.md +51 -0
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- package/lib/drama/skills/short-drama-develop/references/genre-cards.md +92 -0
- package/lib/drama/skills/short-drama-develop/references/mechanism-loop.md +282 -0
- package/lib/drama/skills/short-drama-develop/references/multi-episode-intake.md +128 -0
- package/lib/drama/skills/short-drama-develop/references/premise-devices.md +211 -0
- package/lib/drama/skills/short-drama-develop/references/reveal-reversal-payoff.md +99 -0
- package/lib/drama/skills/short-drama-develop/references/serial-character-and-memory.md +293 -0
- package/lib/drama/skills/short-drama-develop/references/stage-contract.md +88 -0
- package/lib/drama/skills/short-drama-develop/references/story-craft.md +359 -0
- package/lib/drama/skills/short-drama-develop/scripts/episode_intake.py +699 -0
- package/lib/drama/skills/short-drama-develop/scripts/selftest.py +47 -0
- package/lib/drama/skills/short-drama-image-prompts/SKILL.md +181 -0
- package/lib/drama/skills/short-drama-image-prompts/agents/openai.yaml +4 -0
- package/lib/drama/skills/short-drama-image-prompts/assets/image-prompt-spec.jsonl.md +187 -0
- package/lib/drama/skills/short-drama-image-prompts/assets/image-prompts.md +37 -0
- package/lib/drama/skills/short-drama-image-prompts/assets/lookdev-frame-spec.jsonl.md +128 -0
- package/lib/drama/skills/short-drama-image-prompts/assets/lookdev-prompts.md +31 -0
- package/lib/drama/skills/short-drama-image-prompts/examples/minimal-image-prompt-specs.jsonl +2 -0
- package/lib/drama/skills/short-drama-image-prompts/references/character-and-look.md +154 -0
- package/lib/drama/skills/short-drama-image-prompts/references/common-recipe.md +231 -0
- package/lib/drama/skills/short-drama-image-prompts/references/edit-and-revision.md +122 -0
- package/lib/drama/skills/short-drama-image-prompts/references/location-plate.md +152 -0
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- package/lib/drama/skills/short-drama-image-prompts/references/lookdev-frame.md +38 -0
- package/lib/drama/skills/short-drama-image-prompts/references/production-sheet-recipes.md +177 -0
- package/lib/drama/skills/short-drama-image-prompts/references/prop-plate.md +140 -0
- package/lib/drama/skills/short-drama-image-prompts/references/review-and-fixtures.md +92 -0
- package/lib/drama/skills/short-drama-image-prompts/references/stage-contract.md +89 -0
- package/lib/drama/skills/short-drama-image-prompts/scripts/image_prompt_check.py +443 -0
- package/lib/drama/skills/short-drama-image-prompts/scripts/selftest.py +93 -0
- package/lib/drama/skills/short-drama-novel-analyze/SKILL.md +245 -0
- package/lib/drama/skills/short-drama-novel-analyze/agents/openai.yaml +4 -0
- package/lib/drama/skills/short-drama-novel-analyze/assets/episode-candidate.example.jsonl +3 -0
- package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-triage.md +116 -0
- package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-value.md +124 -0
- package/lib/drama/skills/short-drama-novel-analyze/references/aggregation-and-entities.md +155 -0
- package/lib/drama/skills/short-drama-novel-analyze/references/chapter-extraction.md +141 -0
- package/lib/drama/skills/short-drama-novel-analyze/references/stage-contract.md +67 -0
- package/lib/drama/skills/short-drama-novel-analyze/scripts/novel_index.py +651 -0
- package/lib/drama/skills/short-drama-novel-analyze/scripts/selftest.py +51 -0
- package/lib/drama/skills/short-drama-produce/SKILL.md +103 -0
- package/lib/drama/skills/short-drama-produce/agents/openai.yaml +4 -0
- package/lib/drama/skills/short-drama-produce/references/adapter-contract.md +140 -0
- package/lib/drama/skills/short-drama-produce/references/providers/gpt-image-2.md +24 -0
- package/lib/drama/skills/short-drama-produce/references/providers/minimax-music.md +25 -0
- package/lib/drama/skills/short-drama-produce/references/providers/seedance.md +40 -0
- package/lib/drama/skills/short-drama-produce/scripts/fixture_adapter.py +60 -0
- package/lib/drama/skills/short-drama-produce/scripts/production_tool.py +1635 -0
- package/lib/drama/skills/short-drama-produce/scripts/provider_adapters.py +964 -0
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- package/lib/drama/skills/short-drama-review/assets/finding-template.jsonl +2 -0
- package/lib/drama/skills/short-drama-review/assets/supersession-decision.example.json +42 -0
- package/lib/drama/skills/short-drama-review/assets/verdict-template.json +32 -0
- package/lib/drama/skills/short-drama-review/examples/minimal-findings.jsonl +2 -0
- package/lib/drama/skills/short-drama-review/examples/minimal-verdict.json +34 -0
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- package/lib/drama/skills/short-drama-storyboard/agents/openai.yaml +4 -0
- package/lib/drama/skills/short-drama-storyboard/assets/coverage-audition.example.jsonl +2 -0
- package/lib/drama/skills/short-drama-storyboard/assets/coverage-template.json +49 -0
- package/lib/drama/skills/short-drama-storyboard/assets/keyframe-prompts.md +32 -0
- package/lib/drama/skills/short-drama-storyboard/assets/keyframe-template.jsonl +2 -0
- package/lib/drama/skills/short-drama-storyboard/assets/revision-lineage.fragment.json +12 -0
- package/lib/drama/skills/short-drama-storyboard/assets/scene-visual-plan.example.jsonl +2 -0
- package/lib/drama/skills/short-drama-storyboard/assets/shot-template.jsonl +2 -0
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- package/lib/drama/skills/short-drama-video-prompts/assets/coverage-scope.fragment.json +21 -0
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- package/lib/drama/skills/short-drama-video-prompts/assets/motion-terminal.example.jsonl +2 -0
- package/lib/drama/skills/short-drama-video-prompts/assets/music-spec.jsonl.md +31 -0
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- package/lib/oh-story/skills/story-short-scan/references/real-market-data.md +90 -0
- package/lib/oh-story/skills/story-short-write/SKILL.md +433 -0
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# 剧情框架 — 操作手册
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> 指令语气:直接、具体、可执行。不说"可以考虑",说"必须做"。每个条目都是一个可落地的写作操作,不是理论探讨。
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---
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## 决策路由表
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根据当前写作场景,定位到对应章节。不要从头读到尾,按需取用。
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| 你的场景 | 操作 | 跳转到 |
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|---------|------|--------|
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| 选定了题材/类型,需要搭大结构 | 先确认题材属于哪种循环模式,再选对应框架 | [题材→框架路由](#题材框架路由) |
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| 升级文/系统文/玄幻:需要设计等级循环和奖励节奏 | 看RPG结构与奖励设计 + 玄幻框架拆解 + 套路模板重复法 | [RPG结构与奖励设计](#rpg结构与奖励设计) / [玄幻框架拆解](#玄幻框架拆解) |
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| 爽文/装逼文:需要设计打脸装逼的节奏 | 看阵营手牌法 + 套路模板重复法 + 装逼五步法 | [框架与阵营手牌法](#框架与阵营手牌法) / [套路模板重复法](#套路模板重复法) |
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| 感情线/追妻/虐文:需要设计拉扯节奏 | 看双线法与信息差 + 结构与人物的关系 + 悬念技巧 | [双线法与信息差](#双线法与信息差) / [结构与人物的关系](#结构与人物的关系) |
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| 开新卷/开新书:需要设计开头和卷结构 | 看开头设计要点 + 大结构的设计 + 热门书大框架拆解法 | [开头设计的要点](#开头设计的要点) / [大结构的设计](#大结构的设计) |
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| 多线并行:需要管理主线+支线+日常 | 看框架与阵营手牌法 + 热门书大框架拆解法的多线穿插 | [框架与阵营手牌法](#框架与阵营手牌法) |
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| 卡文/不知道下一步写什么 | 看分步骤与缓冲区 + 有进无出原则 + 悬念与冲突深化 | [分步骤与缓冲区](#分步骤与缓冲区) |
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| 套路用腻了,需要变招 | 看故事构型与套路运用 + 核心梗与细化法 | [故事构型与套路运用](#故事构型与套路运用) / [核心梗与细化法](#核心梗与细化法) |
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| 需要细化到章级结构 | 看结构化拆书法(单桥段四章结构) | [结构化拆书法](#结构化拆书法) |
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| 全局把控:整本书会不会崩 | 看剧情流判断标准(五不崩) + 故事本质与六幕结构 | [剧情流判断标准与优势](#剧情流判断标准与优势) |
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| 需要设计冲突和悬念 | 看冲突结构 + 死亡赌注 + 五种矛盾类型 + 悬念技巧 | [冲突的结构与有进无出原则](#冲突的结构与有进无出原则) |
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| 画面感不足/写出来干巴巴 | 看分镜与画面感 | [分镜与画面感](#分镜与画面感) |
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| 设计双线/现实+副本交替结构 | 看双线交替框架拆解 | [双线交替框架拆解](#双线交替框架拆解) |
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| 设计死亡赌注与黏结剂 | 看冲突的死亡赌注与黏结剂设计 | [冲突的死亡赌注与黏结剂设计](#冲突的死亡赌注与黏结剂设计) |
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| 选择矛盾推动类型 | 看利用矛盾推动剧情的五种类型 | [利用矛盾推动剧情的五种类型](#利用矛盾推动剧情的五种类型) |
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| 补充情绪调动/剧情技巧 | 看补充结构与剧情技巧 | [补充结构与剧情技巧](#补充结构与剧情技巧) |
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### 题材→框架路由
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| 题材类型 | 核心循环模式 | 主用框架 | 辅助框架 |
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|---------|------------|---------|---------|
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| 升级文(玄幻/修仙/都市异能) | 夺宝+比武+美女 三要素轮换 | 玄幻框架拆解 | RPG奖励设计、阵营手牌法 |
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| 系统文/无限流 | 任务→奖励→兑换→新任务 | 核心梗循环法 | RPG奖励设计 |
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| 追妻火葬场 | 伤害→追悔→挽回→反复拉扯 | 双线法与信息差 | 结构与人物关系、悬念技巧 |
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| 重生复仇 | 前世记忆→布局→反杀→升级 | 有进无出原则 | 九条主线套路法 |
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| 都市装逼文 | 扮猪→吃虎→震惊→换地图 | 套路模板重复法 | 阵营手牌法、装逼五步法 |
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| 种田/基建 | 筹备→建设→收获→扩张 | RPG奖励设计 | 核心梗循环法 |
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| 苟道文/扮猪吃虎 | 隐藏实力→被看低→碾压→继续隐藏 | 双线交替框架 | 信息差技巧 |
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| 甜宠/日常向 | 小冲突→解决→甜蜜→新小冲突 | 结构化拆书法(桥段四章结构) | 缓冲区概念 |
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| 悬疑/解谜 | 线索→推理→反转→新谜题 | 故事本质与六幕结构 | 悬念技巧、伏笔展开 |
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| 热血战斗 | 升级→挑战→失败→爆发→碾压 | 装逼五步法 + 温酒斩华雄式 | 有进无出原则 |
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---
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## 双线法与信息差
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### 双线法的基本思路
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- 主线:让主角在做事的过程中产生情绪
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- 副线:让配角在挖掘主角身份/态度的过程中产生情绪
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- 把主角的幕后身份、人脉、背后故事写清楚,设计好缓冲区
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- 配角不断发现、不断被震惊就是一条很好的情绪线
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### 信息差的运用
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- 信息差是并列式衔接的关键工具
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- 主角知道读者知道但配角不知道 -> 配角发现时的震惊
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- 利用信息差可以制造多层爽点
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- 切换视角时用信息差做钩子,重新拉起读者兴趣
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### 《作家之旅》式的情绪推动
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## 分步骤与缓冲区
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主角和配角之间因利益、事件、感情产生了一段距离。随着这段距离不断被攻略,产生爽感。设计缓冲区需要把主角背后故事写清楚。
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1. 主角主动去处理能推进目标的麻烦事
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2. 主角主动推进目标,过程中遇到麻烦
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3. 主角被找上门的麻烦事,解决后反而推动了目标
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大结构作为噱头吊着读者,每次接近完成又差一点,悬念永不断。如马甲曝光线:每次都被质疑,每次都能打破质疑,但总是差一点曝光。
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| 起 | 建立世界观、引出主角、给出金手指 |
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| 承 | 主角利用金手指推进,填充大量小剧情 |
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| 转 | 局势变化,引入更大的敌人或危机 |
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- 机位1:主角视角(主角看到了什么)
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- 机位2:目标视角(主角做了什么反应)
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- 不要同时搞太多机位
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- 根据信息团要点进行脑内拍摄
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分镜不负责把信息团机械写长;它让整块内容更具体、更有画面感。先保证戏剧性,再考虑分镜。
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### 提升画面感
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148
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- 规划一章只写主要信息,不要规划写到多少字
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149
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- 拉片规则:画面到文字转化存在鸿沟,需做视觉到文字的转译
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150
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151
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+
---
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152
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153
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## RPG结构与奖励设计
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154
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155
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### 升级文的本质是RPG
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156
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+
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157
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核心是反馈点的设计:读者在什么位置获得满足感。升级文的剧情相对不重要,重要的是阅读观感。
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158
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+
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159
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### 奖励点编织
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160
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+
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161
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- 每个阶段都要给读者"奖励"——不仅是主角升级,还包括配角反应、环境变化、新信息揭示
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- 奖励不能太密也不能太稀
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- 奖励的形式要多样化:混合收获、认可、揭秘等类型
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165
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### 飞升换地图的循环
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166
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+
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167
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- 换地图可以有多种理由:被追杀隐瞒身份、找宗门伪装、从外门弟子开始扮猪吃虎
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- 每次重置都要带来新的信息和新的人设展开空间
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- 避免简单重复,做到螺旋上升
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171
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+
---
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172
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+
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173
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## 故事构型与套路运用
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174
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+
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175
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### 从原型故事到套路的三层抽象
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177
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| 层级 | 说明 |
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|------|------|
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179
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| 经典故事情节(具象化) | 起因、经过、结果都具体确定 |
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180
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| 戏剧单元(戏剧性抽象) | 保留逻辑结构,可换壳重用 |
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181
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| 情绪模块(情绪抽象) | 读者想看什么的直接反映 |
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182
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+
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183
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+
举例:经典情节=「萧炎被退婚后三年崛起打脸纳兰家」;戏剧单元=「主角被某势力羞辱→蛰伏变强→当众反杀」(退婚可换逐出宗门、夺嫡失败);情绪模块=「憋屈→翻盘」。换壳就是保留「憋屈→翻盘」,把退婚换成校园被踢出社团。
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184
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+
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185
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### 戏剧单元的特点
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186
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+
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187
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- 戏剧单元越抽象,可变性越强
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188
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- 多个戏剧单元可以组合成"故事构型"
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189
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+
- 戏剧性会磨损:同类结构用多了就不好用了
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190
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+
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191
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+
### 情绪模块的特点
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192
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+
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193
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- 戏剧性会磨损,但情绪不会磨损
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194
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- 当戏剧单元磨损后,可以通过强化或更换情绪模块来重组
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195
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+
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196
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+
### 正确使用套路 vs 错误使用套路
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197
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+
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198
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| 做法 | 结果 |
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199
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|------|------|
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200
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+
| 直接套用经典故事情节 | 故事雷同、人设崩坏 |
|
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201
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+
| 重构使用(更换故事构型) | 正确 |
|
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202
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+
| 微调使用(深挖人设,根据人设调整情节) | 正确,且让人物动机和故事逻辑更合理 |
|
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203
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+
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204
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+
长篇作品(百万字级)必须掌握重构使用,否则必然同质化。
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205
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+
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206
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+
---
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207
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+
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208
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+
## 结构与人物的关系
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209
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+
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210
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### 人物驱动结构
|
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211
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+
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212
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+
- 你在为创造出来的人物选择剧情结构,而不是为剧情结构选择人物
|
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213
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+
- 如果先合成新人物再找合适剧情结构,容易崩塌
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214
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+
|
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215
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+
### 感情线与事业线的结构设计
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216
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+
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217
|
+
- 事业线关键点:阻碍、危机、装逼、探明、取得、义举
|
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218
|
+
- 感情线要有明确的戏剧性和结构
|
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219
|
+
- 感情线需要层次感和阶段性,不是堆砌好看的桥段
|
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220
|
+
- 不同题材的感情线写法有区别:战斗类写生死与共,不要硬塞都市约会
|
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221
|
+
- 不同人设的女主感情线要做出区分,避免观感趋同
|
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222
|
+
|
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223
|
+
### 事业线与感情线的绑定
|
|
224
|
+
|
|
225
|
+
- 帮助女主和事业线目标完全绑定是高效写法
|
|
226
|
+
- 更泛用的写法:男主主观上忙事业线,顺便帮助了女主
|
|
227
|
+
|
|
228
|
+
### 以退为进
|
|
229
|
+
|
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230
|
+
- 以退为进也是拉扯,只要情绪上行下行拉扯好,无所谓付出毒点
|
|
231
|
+
- 但只在必要的时候用,前提是先有大格局的装逼/帮助情节
|
|
232
|
+
|
|
233
|
+
---
|
|
234
|
+
|
|
235
|
+
## 框架与阵营手牌法
|
|
236
|
+
|
|
237
|
+
**框架的本质**:主线 + 支线 + 日常的比重与排列组合。
|
|
238
|
+
|
|
239
|
+
**阵营手牌法**:像三国杀一样,不同阵营按回合出牌,每张牌带来反应后果,排序成主线。
|
|
240
|
+
|
|
241
|
+
**三个阵营**:主角阵营 / 敌人阵营 / 观众阵营
|
|
242
|
+
|
|
243
|
+
**线性剧情三层次**:基础版/进阶版/高阶版的完整出牌结构见 plot-special-topics.md「阵营手牌法」三版本,本处不重复。
|
|
244
|
+
|
|
245
|
+
**避免毒点**:主角吃瘪时必须从其他角度拉回情绪(揭示深层逻辑/意外收获)。
|
|
246
|
+
|
|
247
|
+
**框架进阶**:线性剧情天花板有限 -> 高阶用螺旋并线:两条以上主线轮流推进、每轮都比上轮升一级(如查案线和升级线交替,每破一案实力涨一档、案子也更大),避免单线打到天花板。
|
|
248
|
+
|
|
249
|
+
---
|
|
250
|
+
|
|
251
|
+
## 热门书大框架拆解法
|
|
252
|
+
|
|
253
|
+
### 单段剧情结构模板(每段10-40章)
|
|
254
|
+
|
|
255
|
+
1. **起因**:主角面临新矛盾/进入新环境
|
|
256
|
+
2. **发展**:金手指运用/结识新角色/获得新资源
|
|
257
|
+
3. **铺垫**:为下一段剧情埋线
|
|
258
|
+
4. **高潮**:装逼打脸/比武/夺宝的关键场景
|
|
259
|
+
5. **转折**:身份暴露/关系变化/真相揭示
|
|
260
|
+
6. **结局/收获**:战利品清点
|
|
261
|
+
|
|
262
|
+
### 多段剧情的排列规律
|
|
263
|
+
|
|
264
|
+
- 三种核心元素变化组合:夺宝+美女+比武,三种轮换避免重复
|
|
265
|
+
- 每段结束后收获必须明确列出
|
|
266
|
+
- 铺垫线和收获线交替
|
|
267
|
+
|
|
268
|
+
### 多线穿插的节奏
|
|
269
|
+
|
|
270
|
+
| 线索 | 频率 |
|
|
271
|
+
|------|------|
|
|
272
|
+
| 战力提升线 | 每段至少一次实力跃升 |
|
|
273
|
+
| 装备收获线 | 每段至少获得一件关键道具/技能 |
|
|
274
|
+
| 情感线 | 每段与至少一位女性角色深化关系 |
|
|
275
|
+
| 声望线 | 每段至少一个"震惊旁观者"的场景 |
|
|
276
|
+
|
|
277
|
+
四条线不同步推进,错开节奏避免同质化。
|
|
278
|
+
|
|
279
|
+
### 卷的结构
|
|
280
|
+
|
|
281
|
+
- 100章左右为一卷,卷末同时解决当前矛盾+开启新地图
|
|
282
|
+
- 卷的最后一幕同时是下一卷第一幕 -- 无缝衔接
|
|
283
|
+
|
|
284
|
+
---
|
|
285
|
+
|
|
286
|
+
## 九条主线套路法
|
|
287
|
+
|
|
288
|
+
### 主角三要素
|
|
289
|
+
|
|
290
|
+
| 要素 | 说明 |
|
|
291
|
+
|------|------|
|
|
292
|
+
| 目标 | 支撑主角行进的原动力,没有确切目标不是好主角 |
|
|
293
|
+
| 性格 | 单一化最佳,根据性格发展情节 = 上乘手法 |
|
|
294
|
+
| 修炼体系 | 照抄无压力,改头换面即可 |
|
|
295
|
+
|
|
296
|
+
### 上乘矛盾冲突写法
|
|
297
|
+
|
|
298
|
+
| 类型 | 说明 |
|
|
299
|
+
|------|------|
|
|
300
|
+
| 复仇 | 为亲人/门派复仇,关键 = 写出热血感 |
|
|
301
|
+
| 理念冲突 | 两方理念对立,最自然 |
|
|
302
|
+
| 门派恩怨 | 两大势力恩怨,主角夹其中不得不战 |
|
|
303
|
+
| 生存之战 | 为势力生存而战,不得不出力 |
|
|
304
|
+
| 上层恩怨 | 师父/上层人物与对方有恩怨,主角牵连其中 |
|
|
305
|
+
| 怀璧其罪 | 获宝物 -> 消息泄露 -> 引来追杀 |
|
|
306
|
+
|
|
307
|
+
### 下乘冲突(避免)
|
|
308
|
+
|
|
309
|
+
- 富二代故意欺辱 -> 翻来覆去 -> 读者烦闷
|
|
310
|
+
- 无故挑衅 -> 流于肤浅
|
|
311
|
+
|
|
312
|
+
### 套路与反套路
|
|
313
|
+
|
|
314
|
+
- 掌握套路是创新的前提
|
|
315
|
+
- 套路 = 骨架,往里填充血肉,变化场景/人物/情绪,模板不变内容变
|
|
316
|
+
|
|
317
|
+
---
|
|
318
|
+
|
|
319
|
+
## 套路模板重复法
|
|
320
|
+
|
|
321
|
+
### 通用升级装逼模板
|
|
322
|
+
|
|
323
|
+
要素固定:男主 + 男反(高逼格)+ 女人(奖励)+ 名额 + 时间限制
|
|
324
|
+
|
|
325
|
+
1. 烘托:男反高逼格表现,众人追捧
|
|
326
|
+
2. 扮猪:主角选择看似最差的选项,被人看低
|
|
327
|
+
3. 吃虎:最后一刻爆发,超越所有预期
|
|
328
|
+
|
|
329
|
+
关键:场景更换,套路不变,金手指/人物/剧情的变化会自然产生不同故事。
|
|
330
|
+
|
|
331
|
+
### 套路重复的三个层次
|
|
332
|
+
|
|
333
|
+
| 层次 | 说明 |
|
|
334
|
+
|------|------|
|
|
335
|
+
| 看点重复 | 市场上已有成功模板,选最好的拿来用 |
|
|
336
|
+
| 人物重复 | 给人物一个固定行为特质,在不同场景重复展现 |
|
|
337
|
+
| 剧情重复 | 核心看点 + 人物看点结合后自然诞生的套路循环 |
|
|
338
|
+
|
|
339
|
+
### 避免审美疲劳
|
|
340
|
+
|
|
341
|
+
- 好的套路和写作,读者看不出有套路,但其实是有的
|
|
342
|
+
- 最高境界:看不出套路,但读者已被深陷其中
|
|
343
|
+
|
|
344
|
+
### 立Flag技巧
|
|
345
|
+
|
|
346
|
+
让配角说一句flag:"这里面不会有怪物吧?""我做完这个任务就能回家娶老婆了"。有效就反复用。
|
|
347
|
+
|
|
348
|
+
---
|
|
349
|
+
|
|
350
|
+
## 玄幻框架拆解
|
|
351
|
+
|
|
352
|
+
### 整体结构模式
|
|
353
|
+
|
|
354
|
+
三大要素循环:夺宝+美女+比武 -> 美女+副本+比武 -> 副本+美女+比武,三种变化着来。
|
|
355
|
+
|
|
356
|
+
### 关键抽取点
|
|
357
|
+
|
|
358
|
+
- 节奏明快爽点密集,每个事件都有明确高潮和收获
|
|
359
|
+
- 女性角色人设立得深入人心
|
|
360
|
+
- 装逼舞台搭建层次分明
|
|
361
|
+
- 多线穿插:战力提升+装备收获+情感线+声望,紧密安排
|
|
362
|
+
- 每个事件结尾都有收获+铺垫下一事件
|
|
363
|
+
|
|
364
|
+
---
|
|
365
|
+
|
|
366
|
+
## 双线交替框架拆解
|
|
367
|
+
|
|
368
|
+
### 交替结构模式
|
|
369
|
+
|
|
370
|
+
现实线和副本线交叉:现实线用主角不平凡+灵气复苏展开,副本线提升实力+收获。
|
|
371
|
+
|
|
372
|
+
### 三压一爆三震技巧
|
|
373
|
+
|
|
374
|
+
- 一压:友好势力 -> 觉得男主是大佬
|
|
375
|
+
- 二压:敌方势力 -> 两次铺垫 + 不服让男主上
|
|
376
|
+
- 三压:中立势力
|
|
377
|
+
- 一爆:男主出手碾压
|
|
378
|
+
- 三震:对三方势力的震惊反应
|
|
379
|
+
|
|
380
|
+
### 排行榜的三个功能
|
|
381
|
+
|
|
382
|
+
1. 期待男主排名提升 -> 提供升级动力
|
|
383
|
+
2. 通过排行榜介绍新对手 -> 期待碰撞
|
|
384
|
+
3. 排行榜出现 -> 以后装逼有余震效果
|
|
385
|
+
|
|
386
|
+
### 底牌管理
|
|
387
|
+
|
|
388
|
+
手里始终保持3个以上底牌没用,每次只出1个,同时获得新技能。
|
|
389
|
+
|
|
390
|
+
### 伏笔展开原则
|
|
391
|
+
|
|
392
|
+
每一个不同之处/天赋都可以成为伏笔,开启一条线。
|
|
393
|
+
|
|
394
|
+
### 温酒斩华雄式
|
|
395
|
+
|
|
396
|
+
B打败A -> C打败B -> 主角打败C -> 引出大BOSS。升级文替换:"台词"换"战斗特点","主持会议"换"登台"。
|
|
397
|
+
|
|
398
|
+
---
|
|
399
|
+
|
|
400
|
+
## 结构化拆书法
|
|
401
|
+
|
|
402
|
+
### 长篇的桥段拆分结构
|
|
403
|
+
|
|
404
|
+
300万字的书约等于40-50个单元,每个单元6-8万字,包含4-5个桥段,每个桥段约4章。整本书约200-300个桥段。
|
|
405
|
+
|
|
406
|
+
### 单桥段四章结构
|
|
407
|
+
|
|
408
|
+
| 章 | 内容 |
|
|
409
|
+
|----|------|
|
|
410
|
+
| 第一章 | 上半做代入(日常场景),下半做信息差(展示金手指可解决的困境) |
|
|
411
|
+
| 第二章 | 通过人物互动增强期待,结尾让主角开始装 |
|
|
412
|
+
| 第三章 | 兑现期待,把爽感写透 |
|
|
413
|
+
| 第四章 | 上半善后收尾+体现推进,下半开启下一个目标 |
|
|
414
|
+
|
|
415
|
+
### 核心原则
|
|
416
|
+
|
|
417
|
+
- 代入用N+1原则:用熟悉内容让读者接受新内容
|
|
418
|
+
- 信息差 = 最常用的拉期待方式
|
|
419
|
+
- 拉长/缩短/升级/反转/多轮拉扯 -> 灵活变化但基础结构不变
|
|
420
|
+
- 拆书要用整体视角,将视野拉高俯瞰群山
|
|
421
|
+
|
|
422
|
+
---
|
|
423
|
+
|
|
424
|
+
## 故事本质与六幕结构
|
|
425
|
+
|
|
426
|
+
### 故事的定义
|
|
427
|
+
|
|
428
|
+
- 事实 = 静态的呈现
|
|
429
|
+
- 事件 = 变化的事实
|
|
430
|
+
- 故事 = 对事件进行选择、排序、因果化的产物
|
|
431
|
+
|
|
432
|
+
### 因果链
|
|
433
|
+
|
|
434
|
+
因果产生意义 -- 意义是故事的灵魂。同样的事件顺序,不同因果链 -> 完全不同的主题。
|
|
435
|
+
|
|
436
|
+
- 铺垫本质:在事件B发生之前,在事件A旁边埋下因
|
|
437
|
+
- 伏笔本质:提前埋下远期事件的因
|
|
438
|
+
- 钩子本质:在当前事件末尾埋下下一段的因
|
|
439
|
+
- 封死主角其他路 -> 他自然会走向你设计的那条剧情
|
|
440
|
+
|
|
441
|
+
### 四种组织事件的方式
|
|
442
|
+
|
|
443
|
+
| 方式 | 说明 |
|
|
444
|
+
|------|------|
|
|
445
|
+
| 筛选 | 筛掉与主线无关的事件 |
|
|
446
|
+
| 时间排列 | 顺叙/倒叙/插叙 |
|
|
447
|
+
| 因果逻辑 | 事件之间建立因果关系(网文99%用此) |
|
|
448
|
+
| 主题/联想逻辑 | 按主题关联组织 |
|
|
449
|
+
|
|
450
|
+
### 开篇技巧为什么有效
|
|
451
|
+
|
|
452
|
+
列出开篇所有事件 -> 找到最有戏剧张力的事件 -> 安排在开头。
|
|
453
|
+
|
|
454
|
+
### 五幕式本质
|
|
455
|
+
|
|
456
|
+
五幕 = 因果链的弯曲模板,把平直的因果链弯出节奏,节奏产生情绪。每幕功能 + 因果链状态见 outline-structure-theory.md「五幕式」,本处不重复。
|
|
457
|
+
|
|
458
|
+
### 三幕/四幕/五幕统一论
|
|
459
|
+
|
|
460
|
+
三幕、起承转合、五幕本质是同一种结构,根据冲突激烈程度自由选择删减。
|
|
461
|
+
|
|
462
|
+
### 转折的核心
|
|
463
|
+
|
|
464
|
+
转折的目的 = 增加冲突 -> 增加情绪。重点在冲突性质质变,让主角处境变得更糟;要做到"意料之外,情理之中"。
|
|
465
|
+
|
|
466
|
+
### 第六幕:余波(网文特色)
|
|
467
|
+
|
|
468
|
+
- 明线(实力)vs 暗线(社会认知):每次明暗线失衡就是装逼机会
|
|
469
|
+
- 装逼 = 文本论证主角社会地位提高的过程
|
|
470
|
+
|
|
471
|
+
### 爽感来源图谱
|
|
472
|
+
|
|
473
|
+
| 类型 | 回答的问题 |
|
|
474
|
+
|------|-----------|
|
|
475
|
+
| 升级 | 我能变强吗 |
|
|
476
|
+
| 碾压 | 我够强吗 |
|
|
477
|
+
| 装逼 | 我的强被认可了吗 |
|
|
478
|
+
| 复仇 | 不公会被纠正吗 |
|
|
479
|
+
| 绝境逃亡 | 我能逃脱吗 |
|
|
480
|
+
| 种田 | 弱者该如何变强 |
|
|
481
|
+
| 苟道 | 弱者该如何生存 |
|
|
482
|
+
|
|
483
|
+
### 情节的定义
|
|
484
|
+
|
|
485
|
+
情节 = 把事件因果化,把因果链塞进五幕式后形成的结构。主线 = "主"(主题)+ "线"(因果链结构)。支线 = "支"(子题)+ "线"(解决子题的方案)。
|
|
486
|
+
|
|
487
|
+
---
|
|
488
|
+
|
|
489
|
+
## 核心梗与细化法
|
|
490
|
+
|
|
491
|
+
### 核心梗的定义
|
|
492
|
+
|
|
493
|
+
核心梗 = 一套固定的剧情发展模式,不断换花样循环。排行榜的书几乎都有核心梗。核心梗决定了整本书的观感基调。
|
|
494
|
+
|
|
495
|
+
### 经典核心梗案例
|
|
496
|
+
|
|
497
|
+
| 作品 | 循环模式 |
|
|
498
|
+
|------|----------|
|
|
499
|
+
| 诡秘之主 | 灰雾空间 -> 迪化脑补 -> 交流情报 -> 交易材料 -> 赞美愚者 |
|
|
500
|
+
| 放开那个女巫 | 魔女被唾弃 -> 拯救 -> 现代知识震撼 -> 魔法训练 -> 教会追杀 |
|
|
501
|
+
| 无限流 | 主神 -> 轮回 -> 穿越 -> 完成任务 -> 获得奖励 -> 兑换 |
|
|
502
|
+
| 阵营法(传统) | 反派打压 -> 友军劝阻渲染 -> 中立观望 -> 打脸 -> 反应 |
|
|
503
|
+
|
|
504
|
+
### 细化法
|
|
505
|
+
|
|
506
|
+
从一句话主线到正文的细化路径:
|
|
507
|
+
|
|
508
|
+
```
|
|
509
|
+
一句话主线 -> 粗略卷纲 -> 详细卷纲 -> 章纲 -> 正文
|
|
510
|
+
```
|
|
511
|
+
|
|
512
|
+
每一层都是对上一层更具体的展开。天然形成多级结构,无需额外设计结构框架。
|
|
513
|
+
|
|
514
|
+
结构选择规则:结构是为故事服务的工具,不是必须遵循的模具。细化法本身即构成结构。
|
|
515
|
+
|
|
516
|
+
---
|
|
517
|
+
|
|
518
|
+
## 冲突的结构与有进无出原则
|
|
519
|
+
|
|
520
|
+
### 核心公式
|
|
521
|
+
|
|
522
|
+
冲突+情节+悬念 = 情感上令人满足的体验。悬念最重要。
|
|
523
|
+
|
|
524
|
+
危机感可用收获感替代:从"不做就死"改为"做了就获得"。
|
|
525
|
+
|
|
526
|
+
### 三种危机(死亡)类型
|
|
527
|
+
|
|
528
|
+
| 类型 | 示例 |
|
|
529
|
+
|------|------|
|
|
530
|
+
| 肉体死亡 | 叶凡被抓炼药 |
|
|
531
|
+
| 身份/职场死亡 | 萧炎天才陨落、被退婚 |
|
|
532
|
+
| 心理死亡 | 道诡异仙开头,"幻觉是不是真的" |
|
|
533
|
+
|
|
534
|
+
确定一种主要类型贯穿全局,次要类型推动情节但不喧宾夺主。
|
|
535
|
+
|
|
536
|
+
### 开篇 = 从乱子开始
|
|
537
|
+
|
|
538
|
+
开局必须让主角发生不平常的情况。值得追随的主角 = 他是谁 -> 遇到什么乱子 -> 怎么处理 -> 读者好奇他的处理方法。
|
|
539
|
+
|
|
540
|
+
### "有进无出"原则
|
|
541
|
+
|
|
542
|
+
主角从安逸到激烈需要一个强迫性理由 -- **读者必须相信主角非踏入不可**。
|
|
543
|
+
|
|
544
|
+
期待感 = 有进无出 = 铺垫。所有期待都是在说"快看我之后要写这个"。
|
|
545
|
+
|
|
546
|
+
### "有进无出"的铺垫手法(三个层次)
|
|
547
|
+
|
|
548
|
+
| 层次 | 手法 |
|
|
549
|
+
|------|------|
|
|
550
|
+
| 基础 | 渲染敌人和主角的不共戴天 -> 塑造压迫感 |
|
|
551
|
+
| 进阶 | 写主角变得前所未有地强 -> 敌人恰好跳出来 -> 主角拿他试刀 |
|
|
552
|
+
| 更好 | 铺垫敌人背景,解决他引发什么大地震 -> 多重期待叠加 |
|
|
553
|
+
|
|
554
|
+
趋势:正向驱动(收获感/升级)比传统仇怨渲染更受欢迎。
|
|
555
|
+
|
|
556
|
+
### 网文 = 复数个乱子 + 复数个关口
|
|
557
|
+
|
|
558
|
+
传统文学一个乱子两个关口,网文不断重复关口,不断将大门塑造成有进无出。每个关口之间用收获感和升级感连接。
|
|
559
|
+
|
|
560
|
+
---
|
|
561
|
+
|
|
562
|
+
## 冲突的死亡赌注与黏结剂设计
|
|
563
|
+
|
|
564
|
+
### 四种黏结剂设计
|
|
565
|
+
|
|
566
|
+
| 黏结剂 | 说明 |
|
|
567
|
+
|--------|------|
|
|
568
|
+
| 杀人理由 | 反派有强烈理由必须置主角于死地 |
|
|
569
|
+
| 工作职责 | 侦探接案必须破案,宗门弟子必须完成任务 |
|
|
570
|
+
| 道德责任 | 亲人朋友遇险,主角无法袖手旁观 |
|
|
571
|
+
| 实体场所 | 特殊场所束缚对抗双方(副本、密室) |
|
|
572
|
+
|
|
573
|
+
如果读者感觉人物可以随时脱离困境,冲突紧张感荡然无存。
|
|
574
|
+
|
|
575
|
+
### 常见冲突类型
|
|
576
|
+
|
|
577
|
+
复仇、灾祸、反抗、恋爱阻碍、野心、身份矛盾、环境矛盾、生死危机、阶层矛盾、理念矛盾。
|
|
578
|
+
|
|
579
|
+
---
|
|
580
|
+
|
|
581
|
+
## 利用矛盾推动剧情的五种类型
|
|
582
|
+
|
|
583
|
+
| 类型 | 核心逻辑 |
|
|
584
|
+
|------|----------|
|
|
585
|
+
| 身份矛盾 | 通过身份自带的外部压力创造矛盾,天然明确目标 |
|
|
586
|
+
| 环境矛盾 | 外部压力直接创造矛盾,适合大格局小说 |
|
|
587
|
+
| 生死危机矛盾 | "打了小的来老的",始终保持高压,经典推进结构 |
|
|
588
|
+
| 阶层矛盾 | 人的欲望层层递进,每个阶段有不同诉求 |
|
|
589
|
+
| 理念矛盾 | 理想主义vs现实,高级手法,上限极高 |
|
|
590
|
+
|
|
591
|
+
### 进阶:序列唯一性设定法
|
|
592
|
+
|
|
593
|
+
- 扮演法:升级有风险,必须做xxx -> 给主角做支线剧情的理由
|
|
594
|
+
- 序列唯一性:你升级就触碰既得利益者的利益 -> 同序列超凡者全是敌人 -> 天然矛盾线
|
|
595
|
+
|
|
596
|
+
---
|
|
597
|
+
|
|
598
|
+
## 悬念与冲突的深化技巧
|
|
599
|
+
|
|
600
|
+
### 期待感 > 爽点
|
|
601
|
+
|
|
602
|
+
> 相关:爽点设计体系(六种类型/倒推法)以 [plot-emotion-system.md](plot-emotion-system.md)「爽点设计体系」为准;本文只对比"期待感比爽点更持久"。
|
|
603
|
+
|
|
604
|
+
- 爽 = 情绪的释放过程,释放完就没了
|
|
605
|
+
- 读者的紧张/好奇/担忧/愤怒/憋屈比"爽"更持久
|
|
606
|
+
- 恋爱文最吸引人的是暧昧拉扯 -> 确认关系后反变无聊
|
|
607
|
+
- 教训:过于完美的情节解决 -> 损害长线期待感
|
|
608
|
+
|
|
609
|
+
### 悬念vs意外
|
|
610
|
+
|
|
611
|
+
- 意外 = 桌子底下炸弹突然爆炸
|
|
612
|
+
- 悬念 = 观众听到定时炸弹在滴答但不知道何时爆炸 -> 悬念远比意外有力
|
|
613
|
+
- 章末断章留悬念 = 章结尾尚未解决的危险(高压/推进章用强悬念;低压/过场章弱钩子或阶段目标即可,按章节定位——见 outline-structure-theory.md「章节定位与张弛」)
|
|
614
|
+
|
|
615
|
+
### 时间锁
|
|
616
|
+
|
|
617
|
+
限定时间内必须完成某事,显著增强紧张感和节奏感。不知道如何写开篇时,尝试设置一个时间锁。
|
|
618
|
+
|
|
619
|
+
---
|
|
620
|
+
|
|
621
|
+
## 剧情流判断标准与优势
|
|
622
|
+
|
|
623
|
+
### 什么是剧情流
|
|
624
|
+
|
|
625
|
+
一本书在后期是否还精彩、"有劲"、有让读者津津乐道的高潮 -- 有就是剧情流。脑洞文高开低走容易崩,剧情流越到后期越精彩。
|
|
626
|
+
|
|
627
|
+
### 千均写作指南:作品五不崩
|
|
628
|
+
|
|
629
|
+
1. 目标不缺失:主角始终有明确目标
|
|
630
|
+
2. 卖点不减少:核心卖点不能中途消失
|
|
631
|
+
3. 主角社会关系不空白:必须有互动的人际网络
|
|
632
|
+
4. 上层地位不缺失:要有对上位者的追求和接触
|
|
633
|
+
5. 地位收获提升不能停:持续的成长感
|
|
634
|
+
|
|
635
|
+
### 千均写作指南:三线结构
|
|
636
|
+
|
|
637
|
+
- 世界线:世界观层面的宏大叙事
|
|
638
|
+
- 剧情线:具体事件和矛盾冲突的推进
|
|
639
|
+
- 升级线:主角实力/地位的持续成长
|
|
640
|
+
- 三条线交织推进,缺一不可
|
|
641
|
+
|
|
642
|
+
### 千均写作指南:装逼五步法
|
|
643
|
+
|
|
644
|
+
1. 主角很强但别人不知道
|
|
645
|
+
2. 渲染困境难度
|
|
646
|
+
3. 配角不看好主角
|
|
647
|
+
4. 主角用金手指轻松解决
|
|
648
|
+
5. 众人震惊
|
|
649
|
+
|
|
650
|
+
---
|
|
651
|
+
|
|
652
|
+
## 补充结构与剧情技巧
|
|
653
|
+
|
|
654
|
+
### 情绪调动的结构层次
|
|
655
|
+
|
|
656
|
+
角色情绪引导原则:每个角色都引导 = 每个角色都没引导 -- 必须选择重点角色。
|
|
657
|
+
|
|
658
|
+
好的反转结构:先引导对某角色持续恶感,再在关键事件中揭示其崇高品质。
|
|
659
|
+
|
|
660
|
+
### 四项自检
|
|
661
|
+
|
|
662
|
+
1. 有没有记得住的爽点 / 人设钩子?
|
|
663
|
+
2. 有没有给足题材该有的爽(升级给升级、追妻给拉扯)?
|
|
664
|
+
3. 冲突够不够直白带情绪?
|
|
665
|
+
4. 句子顺不顺?
|
|
666
|
+
|
|
667
|
+
一项偏弱可以,四项都垮才扑街。直白冲突比精巧构造更容易引起大众情绪共鸣。
|
|
668
|
+
|
|
669
|
+
---
|
|
670
|
+
|
|
671
|
+
## 质量检查清单
|
|
672
|
+
|
|
673
|
+
每次搭完框架或写完一段剧情后,用这张清单过一遍。逐项打勾,不通过就改。
|
|
674
|
+
|
|
675
|
+
### 结构层
|
|
676
|
+
|
|
677
|
+
- [ ] 主角始终有明确目标(当前小目标 + 长线大目标都清晰)
|
|
678
|
+
- [ ] 当前段落有起因→发展→高潮→收获的完整闭环
|
|
679
|
+
- [ ] 段落结尾同时完成两件事:收获清点 + 铺垫下一段
|
|
680
|
+
- [ ] 大结构有"欺骗式主线"吊着读者(每次接近完成又差一点)
|
|
681
|
+
- [ ] 主线和支线错开节奏推进,没有同时爆也没有同时空转
|
|
682
|
+
|
|
683
|
+
### 冲突与悬念层
|
|
684
|
+
|
|
685
|
+
- [ ] 冲突有明确的黏结剂(读者认为主角不可能随时退出)
|
|
686
|
+
- [ ] 每章结尾有让读者往下看的理由(断章留钩子;低压/过场章弱钩子或阶段目标即可,不强求强悬念)
|
|
687
|
+
- [ ] 期待感 > 爽点:铺垫的篇幅不少于释放的篇幅
|
|
688
|
+
- [ ] 主角吃瘪时从其他角度拉回了情绪(揭示深层逻辑 / 意外收获)
|
|
689
|
+
|
|
690
|
+
### 爽感与节奏层
|
|
691
|
+
|
|
692
|
+
- [ ] 升级文:每个阶段都有明确的奖励点(升级/装备/认可/揭秘至少一项)
|
|
693
|
+
- [ ] 装逼文:有"三压一爆三震"或"装逼五步法"的节奏结构
|
|
694
|
+
- [ ] 感情线:有拉扯有层次,不是堆砌桥段
|
|
695
|
+
- [ ] 套路重复时更换了场景/人物/情绪,读者看不出模板
|
|
696
|
+
- [ ] 没有连续两段使用相同的核心要素组合(夺宝+美女+比武要轮换)
|
|
697
|
+
|
|
698
|
+
### 人物层
|
|
699
|
+
|
|
700
|
+
- [ ] 角色行为由性格驱动,不是由剧情需要倒推
|
|
701
|
+
- [ ] 配角有自己的立场和动机,不是单纯工具人
|
|
702
|
+
- [ ] 感情线和事业线有绑定或交叉,不是两条独立线
|
|
703
|
+
- [ ] 底牌管理:手里始终有2-3个未揭示的底牌
|
|
704
|
+
|
|
705
|
+
### 全局不崩检查(五不崩)
|
|
706
|
+
|
|
707
|
+
- [ ] 目标不缺失:主角始终有明确目标
|
|
708
|
+
- [ ] 卖点不减少:核心卖点没有中途消失
|
|
709
|
+
- [ ] 社会关系不空白:主角有互动的人际网络
|
|
710
|
+
- [ ] 上层地位不缺失:有对上位者的追求和接触
|
|
711
|
+
- [ ] 成长不停止:地位/实力的提升持续给出
|