@oh-story/dsh 0.1.0

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  1. package/LICENSE +21 -0
  2. package/README.md +38 -0
  3. package/cordis.patch.yml +3 -0
  4. package/lib/client.js +1201 -0
  5. package/lib/client.js.map +7 -0
  6. package/lib/drama/LICENSE.upstream +21 -0
  7. package/lib/drama/manifest.json +1012 -0
  8. package/lib/drama/skills/short-drama/SKILL.md +153 -0
  9. package/lib/drama/skills/short-drama/agents/openai.yaml +4 -0
  10. package/lib/drama/skills/short-drama/assets/creator-decision.example.jsonl +4 -0
  11. package/lib/drama/skills/short-drama/assets/production-observation.example.jsonl +2 -0
  12. package/lib/drama/skills/short-drama/assets/project-template/short-drama.json +36 -0
  13. package/lib/drama/skills/short-drama/assets/reference-observation.example.jsonl +2 -0
  14. package/lib/drama/skills/short-drama/references/audience-reveal.md +74 -0
  15. package/lib/drama/skills/short-drama/references/contract-and-ownership.md +94 -0
  16. package/lib/drama/skills/short-drama/references/creator-workflow.md +82 -0
  17. package/lib/drama/skills/short-drama/references/form-cards/Q/347/211/210/350/241/250/350/276/276.md +73 -0
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  23. package/lib/drama/skills/short-drama/references/knowhow-index.md +80 -0
  24. package/lib/drama/skills/short-drama/references/lifecycle-commands.md +130 -0
  25. package/lib/drama/skills/short-drama/references/look-development.md +52 -0
  26. package/lib/drama/skills/short-drama/references/pickup-and-alternate.md +58 -0
  27. package/lib/drama/skills/short-drama/references/production-form-profiles.md +126 -0
  28. package/lib/drama/skills/short-drama/references/reference-roles.md +142 -0
  29. package/lib/drama/skills/short-drama/references/runtime-preflight.md +27 -0
  30. package/lib/drama/skills/short-drama/scripts/project_tool.py +1963 -0
  31. package/lib/drama/skills/short-drama/scripts/selftest.py +287 -0
  32. package/lib/drama/skills/short-drama-assets/SKILL.md +187 -0
  33. package/lib/drama/skills/short-drama-assets/agents/openai.yaml +4 -0
  34. package/lib/drama/skills/short-drama-assets/assets/character-look.example.jsonl +3 -0
  35. package/lib/drama/skills/short-drama-assets/assets/continuity.example.jsonl +4 -0
  36. package/lib/drama/skills/short-drama-assets/assets/decisions.example.jsonl +5 -0
  37. package/lib/drama/skills/short-drama-assets/assets/location-view.example.jsonl +3 -0
  38. package/lib/drama/skills/short-drama-assets/assets/occurrences.example.jsonl +5 -0
  39. package/lib/drama/skills/short-drama-assets/assets/prop-state.example.jsonl +3 -0
  40. package/lib/drama/skills/short-drama-assets/examples/minimal/characters.jsonl +2 -0
  41. package/lib/drama/skills/short-drama-assets/examples/minimal/looks.jsonl +2 -0
  42. package/lib/drama/skills/short-drama-assets/references/asset-review-checklist.md +89 -0
  43. package/lib/drama/skills/short-drama-assets/references/character-and-look.md +164 -0
  44. package/lib/drama/skills/short-drama-assets/references/continuity-delta.md +123 -0
  45. package/lib/drama/skills/short-drama-assets/references/identity-vs-variant.md +146 -0
  46. package/lib/drama/skills/short-drama-assets/references/location-and-view.md +84 -0
  47. package/lib/drama/skills/short-drama-assets/references/occurrence-extraction.md +111 -0
  48. package/lib/drama/skills/short-drama-assets/references/prop-and-state.md +107 -0
  49. package/lib/drama/skills/short-drama-assets/references/stage-contract.md +136 -0
  50. package/lib/drama/skills/short-drama-assets/references/voice-direction.md +171 -0
  51. package/lib/drama/skills/short-drama-assets/scripts/asset_check.py +267 -0
  52. package/lib/drama/skills/short-drama-assets/scripts/selftest.py +89 -0
  53. package/lib/drama/skills/short-drama-develop/SKILL.md +157 -0
  54. package/lib/drama/skills/short-drama-develop/agents/openai.yaml +4 -0
  55. package/lib/drama/skills/short-drama-develop/assets/adaptation-map.example.jsonl +1 -0
  56. package/lib/drama/skills/short-drama-develop/assets/creative-brief.md +120 -0
  57. package/lib/drama/skills/short-drama-develop/assets/episode-map.jsonl +1 -0
  58. package/lib/drama/skills/short-drama-develop/assets/story-engine.md +181 -0
  59. package/lib/drama/skills/short-drama-develop/references/adaptation-craft.md +219 -0
  60. package/lib/drama/skills/short-drama-develop/references/creative-reference-intake.md +57 -0
  61. package/lib/drama/skills/short-drama-develop/references/director-brief-craft.md +113 -0
  62. package/lib/drama/skills/short-drama-develop/references/episode-design.md +509 -0
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  77. package/lib/drama/skills/short-drama-develop/references/mechanism-loop.md +282 -0
  78. package/lib/drama/skills/short-drama-develop/references/multi-episode-intake.md +128 -0
  79. package/lib/drama/skills/short-drama-develop/references/premise-devices.md +211 -0
  80. package/lib/drama/skills/short-drama-develop/references/reveal-reversal-payoff.md +99 -0
  81. package/lib/drama/skills/short-drama-develop/references/serial-character-and-memory.md +293 -0
  82. package/lib/drama/skills/short-drama-develop/references/stage-contract.md +88 -0
  83. package/lib/drama/skills/short-drama-develop/references/story-craft.md +359 -0
  84. package/lib/drama/skills/short-drama-develop/scripts/episode_intake.py +699 -0
  85. package/lib/drama/skills/short-drama-develop/scripts/selftest.py +47 -0
  86. package/lib/drama/skills/short-drama-image-prompts/SKILL.md +181 -0
  87. package/lib/drama/skills/short-drama-image-prompts/agents/openai.yaml +4 -0
  88. package/lib/drama/skills/short-drama-image-prompts/assets/image-prompt-spec.jsonl.md +187 -0
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  92. package/lib/drama/skills/short-drama-image-prompts/examples/minimal-image-prompt-specs.jsonl +2 -0
  93. package/lib/drama/skills/short-drama-image-prompts/references/character-and-look.md +154 -0
  94. package/lib/drama/skills/short-drama-image-prompts/references/common-recipe.md +231 -0
  95. package/lib/drama/skills/short-drama-image-prompts/references/edit-and-revision.md +122 -0
  96. package/lib/drama/skills/short-drama-image-prompts/references/location-plate.md +152 -0
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  99. package/lib/drama/skills/short-drama-image-prompts/references/production-sheet-recipes.md +177 -0
  100. package/lib/drama/skills/short-drama-image-prompts/references/prop-plate.md +140 -0
  101. package/lib/drama/skills/short-drama-image-prompts/references/review-and-fixtures.md +92 -0
  102. package/lib/drama/skills/short-drama-image-prompts/references/stage-contract.md +89 -0
  103. package/lib/drama/skills/short-drama-image-prompts/scripts/image_prompt_check.py +443 -0
  104. package/lib/drama/skills/short-drama-image-prompts/scripts/selftest.py +93 -0
  105. package/lib/drama/skills/short-drama-novel-analyze/SKILL.md +245 -0
  106. package/lib/drama/skills/short-drama-novel-analyze/agents/openai.yaml +4 -0
  107. package/lib/drama/skills/short-drama-novel-analyze/assets/episode-candidate.example.jsonl +3 -0
  108. package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-triage.md +116 -0
  109. package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-value.md +124 -0
  110. package/lib/drama/skills/short-drama-novel-analyze/references/aggregation-and-entities.md +155 -0
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  112. package/lib/drama/skills/short-drama-novel-analyze/references/stage-contract.md +67 -0
  113. package/lib/drama/skills/short-drama-novel-analyze/scripts/novel_index.py +651 -0
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  115. package/lib/drama/skills/short-drama-produce/SKILL.md +103 -0
  116. package/lib/drama/skills/short-drama-produce/agents/openai.yaml +4 -0
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  126. package/lib/drama/skills/short-drama-review/agents/openai.yaml +4 -0
  127. package/lib/drama/skills/short-drama-review/assets/finding-template.jsonl +2 -0
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  144. package/lib/drama/skills/short-drama-storyboard/agents/openai.yaml +4 -0
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@@ -0,0 +1,522 @@
1
+ # 剧情核心方法 — 操作手册
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+
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+ > 小纲设计、高潮构建、卡文对策、循环设计、连续性追踪等剧情创作的核心方法。
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+ > 遇到问题先查路由表,找到对应方法再操作。
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+
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+ ---
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+
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+ ## 决策路由表
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+
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+ | 你在做什么 | 用什么方法 | 跳转到 |
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+ |-----------|-----------|--------|
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+ | 建小纲/细纲 | 小纲四步法 | [小纲四步法](#小纲四步法) |
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+ | 设计高潮 | 高潮构建公式 + 逆推法 | [高潮逆推法与AB粗纲](#高潮逆推法与ab粗纲) → [高潮构建公式](#高潮构建公式) |
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+ | 卡文了 | 卡文对策 + 循环设计 | [卡文对策与剧情循环设计](#卡文对策与剧情循环设计) |
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+ | 管理连续性 | 连续性追踪 + 节奏管理 | [连续性追踪与节奏管理](#连续性追踪与节奏管理) |
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+ | 设计过渡衔接 | 剧情过渡 + 场景转换技巧 | [剧情过渡与衔接](#剧情过渡与衔接) → [场景转换技巧](#场景转换技巧) |
17
+ | 开书/设计噱头 | 噱头分类与开篇流程 | [噱头分类与开篇流程](#噱头分类与开篇流程) |
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+ | 拉长剧情 | 设门槛 | [设门槛——拉长剧情的核心技巧](#设门槛拉长剧情的核心技巧) |
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+ | 管理期待感 | 大剧情拉期待法 | [大剧情拉期待法](#大剧情拉期待法) |
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+ | 写日常文 | 日常文大纲框架法 | [日常文大纲框架法](#日常文大纲框架法) |
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+ | 判定是否自嗨 | 自嗨判定法 | [自嗨判定法](#自嗨判定法) |
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+
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+ ---
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+
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+ ## 小纲四步法
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+
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+ 细纲与正文比例控制在 **1:2.5 ~ 1:3**。
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+
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+ 按以下四步操作:
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+
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+ 1. **分段判断** — 把大纲按剧情节点分段
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+ 2. **标注目的和效果** — 每段标注,不展开情节
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+ 3. **标注详写/略写** — 明确哪些段展开、哪些段带过
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+ 4. **快速定位** — 让后续写作能快速定位本段要交付的目的和效果
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+
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+ 记住:细纲只关注目的和效果,不展开情节。
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+
38
+ ---
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+
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+ ## 高潮逆推法与AB粗纲
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+
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+ ### 核心思路
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+
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+ 从高潮反推前面需要铺垫的人物和情节,再用AB交替法填充。
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+
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+ ### AB粗纲法
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+
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+ | 标记 | 含义 | 操作 |
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+ |------|------|------|
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+ | A | 压情绪/铺垫/伏笔 | 铺设困难、对手强势、悬念埋线 |
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+ | B | 抬情绪/擦边/小收获 | 小反转、小进步、读者爽一下 |
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+
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+ 操作流程:确定高潮 → 反推所需铺垫 → ABABAB排列 → 写作时只关注当前AB段。
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+
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+ 适用场景:节奏快、有明确高潮节点的剧情。
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+
57
+ ---
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+
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+ ## 高潮构建公式
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+
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+ ### 五步公式
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+
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+ 按顺序执行:**蓄能 → 假胜 → 崩解 → 交叉死磕 → 悬置收尾**
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+
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+ 1. **蓄能**:牺牲+焦灼打底,让观众从"看客"变"参与者"
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+ 2. **假胜**:先给希望再击碎(情绪落差 = 反转冲击力)
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+ 3. **崩解**:所有伏笔一次引爆 + 推入单人绝境(帮手全失)
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+ 4. **交叉死磕**:对抗线+绝境线来回切换(每切一次紧张感+1)
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+ 5. **悬置收尾**:余劲不散,胜负不立刻揭晓
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+
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+ 关键操作:假胜是常用高潮技法。适合强反转、强压迫或大高潮;低压力章节、纯奖励章、日常/关系回收章可不用。没有假胜时,需用别的方式提供情绪落差或明确兑现。
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+
73
+ ---
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+
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+ ## 噱头分类与开篇流程
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+
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+ ### 三种噱头类型
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+
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+ | 噱头类型 | 特点 | 写法要点 |
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+ |----------|------|----------|
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+ | 事件噱头 | 集中在开篇,约5章 | 一上来就进入事件,不铺垫穿越/金手指 |
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+ | 金手指噱头 | 分布全文,前期多后期少 | 先写主角和困境,再引出金手指 |
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+ | 人设噱头 | 人设直接影响剧情构建 | 只有当人设本身能持续制造戏剧性时使用 |
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+
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+ 规则:事件写法和金手指写法不能混用。
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+
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+ ### 两种标准开篇流程
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+
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+ **事件开篇**:事件切入(5章)→ 嫁接主线 → 拆分目标 → 阶段性爽点循环
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+
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+ **主线开篇**:描写主角现状 → 营造代入感 → 描写社会环境 → 设立主角目标 → 拆分目标(设门槛)→ 绑定金手指 → 获得第一次提升 → 情绪拉扯2-3次 → 完成 → 引出下一个目标
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+
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+ ### 噱头吸量策略
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+
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+ | 策略 | 做法 |
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+ |------|------|
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+ | 噱头延伸型 | 以开头噱头为核心,后续找类似噱头继续构建 |
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+ | 噱头引流+常规型 | 开头噱头只负责吸量,后续走常规题材内容 |
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+
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+ 开头噱头的功能是建立点击和追读承诺。目的达到后必须嫁接主线。
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+
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+ 开书前评估:噱头能不能延伸出后续更多字数?不能延伸就用"噱头引流+常规"策略。
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+
104
+ ---
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+
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+ ## 主线的正确定义
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+
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+ **主线不等于升级**。主线是一件事,升级是主角达成目标的行动。
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+
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+ | 概念 | 定义 | 示例 |
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+ |------|------|------|
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+ | 目标(主线) | 主角要完成的一件事 | 斗破苍穹:上云岚宗复仇 |
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+ | 行动 | 主角为达成目标做的事 | 努力修炼、不断提升实力 |
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+
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+ 检查主线是否符合以下特征:
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+ - 主线是一件事,不是一个元素
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+ - 主线完成后,要么通过铺垫开启第二条主线,要么完结
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+ - 锚点错误会导致后续所有剧情偏差
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+
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+ ---
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+
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+ ## 卡文对策与剧情循环设计
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+
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+ ### 核心公式
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+
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+ 题材 + 金手指 + 主角身份 = 循环模式。三要素必须统一。
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+
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+ ### 6种经典循环模式
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+
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+ | 模式 | 循环机制 | 循环燃料 |
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+ |------|---------|---------|
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+ | 案件串循环 | 案件→解谜→部分真相→更大谜团→新案件 | 信息差+推理 |
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+ | 扮猪吃虎循环 | 默默发育→挑衅→碾压→震惊→继续发育 | 读者-角色信息差 |
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+ | 资源积累循环 | 资源→技能→实力→新地图→新资源 | 螺旋上升 |
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+ | 戏剧性反转循环 | 亏钱→反转赚更多→拿更多钱去亏→又赚 | 不依赖数值膨胀 |
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+ | 组织枢纽循环 | 各自冒险→信息汇聚→衍生新剧情 | 信息交换+多线 |
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+ | 公路片循环 | 走一段路→遇一个人→又走→又遇 | 人物塑造力 |
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+
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+ ### 地图四势力框架
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+
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+ 新手村(开局首张地图)必须包含四种势力形成资源闭环——这是全量框架;后续换地图可简化(见下「换地图的地图详略设计」),但变现/资源闭环渠道别丢:
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+
143
+ 1. **学校/武馆** — 学技能、提升实力
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+ 2. **商贩/药行** — 卖出收获、获取资源
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+ 3. **山贼/敌人** — 展现学习成果的靶子
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+ 4. **官府/管理机构** — 更高的上升通道
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+
148
+ ### 地位-环境同步原则
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+
150
+ 地位升高必须环境危险度升高。两者不同步 = 读者觉得无聊。
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+
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+ ### 换地图三策略
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+
154
+ 1. **新旧地图联动**(新势力是旧势力的上级)
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+ 2. **带人走**(把重要人物带到新地图)
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+ 3. **提前铺垫吸引力**(让读者主动盼着去)
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+
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+ ### 特殊类型处理
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+
160
+ - **天才流**:大幅增加等级数量,防止数值几十章就崩
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+ - **无敌流**:循环核心转为信息差(来一个秒一个,每次刷新认知)
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+
163
+ ---
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+
165
+ ## 日常文大纲框架法
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+
167
+ ### 创作路径
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+
169
+ 按以下步骤操作:
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+
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+ 1. 从阅读中发现有趣的设定/关系/背景
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+ 2. 围绕灵感确定事业线+感情线
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+ 3. 选择节奏最快、情绪最足的节点切入
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+ 4. 对每个阶段拆分信息差+人际关系+情绪
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+ 5. 按时间顺序排列事件
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+ 6. 写作前勾勒章纲
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+
178
+ ### 大纲推演法
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+
180
+ 以"实现房东租客关系"为例:
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+
182
+ 1. 目标:实现男女主房东租客关系
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+ 2. 拆分:主角家中要有空房,距离高中近
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+ 3. 推演:有空房=家庭条件好 → 最好是贷款买,有压力
185
+ 4. 逆转理由:父母上世投资失败 → 这世主角逆转 → 买学区房
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+
187
+ ### 大纲节点格式
188
+
189
+ ```
190
+ 事件名称:
191
+ 信息差:1. 主角知道什么/配角不知道什么 2. 读者视角 vs 角色视角
192
+ 人际关系与情绪:1. 主角情绪 2. 女主/配角反应 3. 负面情绪提供者
193
+ ```
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+
195
+ ### 关键原则
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+
197
+ - 大纲服务正文生成,不是枷锁
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+ - 日常文不要有太多猛增好感的大事件,用小事件串联缓慢增长
199
+ - 事业线要和女主自身及家庭串联,达到日常和事业互相糅合
200
+
201
+ ---
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+
203
+ ## 大剧情拉期待法
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+
205
+ ### 自上而下的创作逻辑
206
+
207
+ 按顺序执行:
208
+
209
+ 1. **明确核心和目的** — 先确定这段大剧情的爽点
210
+ 2. **确定篇幅目标**
211
+ 3. **设计分阶段剧情** — 围绕爽点设计若干小剧情,每个是下一个的铺垫
212
+ 4. **技巧杂糅填充**
213
+
214
+ ### 案例演示:参加好歌曲演唱青花瓷
215
+
216
+ **核心爽点**:主角登台演唱青花瓷,引起震撼
217
+
218
+ 分阶段设计:
219
+ 1. 收邀请+公园哼唱《送别》→ 震惊评委(前置暗示)
220
+ 2. 彩排现场挑衅 → 制造压力
221
+ 3. 节目前夜给邓紫棋写《泡沫》→ 叠加实力展示
222
+ 4. 现场PK → 设备故障(加压)→ 演唱青花瓷 → 震惊
223
+ 5. 评委扣分 → 分数持平(反转压制)
224
+ 6. 歌手演唱主角作品 → 曝光主角是创作者(二级震惊)
225
+ 7. 设备故障说明 → 得分逆袭(反转翻倍)
226
+ 8. 评委要求唱《送别》→ 持续拉期待
227
+
228
+ 要点:先有大爽点,再分阶段去抵达;从局部看节奏快,从整体看推进慢(只讲了一件事)。
229
+
230
+ ---
231
+
232
+ ## 连续性追踪与节奏管理
233
+
234
+ ### 热度状态
235
+
236
+ | 状态 | 定义 |
237
+ |------|------|
238
+ | hot | 当前驱动冲突的核心元素 |
239
+ | warm | 近期活跃的元素 |
240
+ | cold | 超过安全线未触及,有被遗忘风险 |
241
+ | archived | 已完结/有意关闭的元素 |
242
+
243
+ ### 有效触碰判定
244
+
245
+ 以下算有效触碰:直接推进该线索、施加压力、改变关系状态、产生实际后果、交代合理的休眠原因。
246
+
247
+ 不算有效触碰:纯粹提个名字、空头回调、随机提及。
248
+
249
+ ### 回顾阈值
250
+
251
+ | 元素类型 | 触及间隔 |
252
+ |----------|----------|
253
+ | 核心角色 | 3-5 章 |
254
+ | 主要支线 | 4-6 章 |
255
+ | 活跃伏笔 | 2 次错过机会 |
256
+ | 不稳定关系 | 2 次出场 |
257
+
258
+ ### 每章必做自检
259
+
260
+ 1. 当前 hot 的元素是什么?
261
+ 2. 有没有 cold 了但该 warm 的?
262
+ 3. 哪些可以合理保持休眠?
263
+ 4. 哪条线索的回归能加深压力?
264
+
265
+ ### 失败信号(出现就要修正)
266
+
267
+ - 读者问"那个谁去哪了?"
268
+ - 重要的线索到结尾才突然冒出来
269
+ - cold 的铺垫突然变成 hot 的回报(没有预热)
270
+
271
+ ### 核心冲突的节奏保护规则
272
+
273
+ 1. 非大结局章节通常不解决全书核心冲突;若阶段核心冲突收束,要同步开启下一期待
274
+ 2. 章末约200字宜保留悬念、决定、发现、余韵或阶段目标;低压章节不强求硬悬念
275
+ 3. 局部胜利可伴随新的代价、风险或下一任务;纯奖励/低压回收章可只提供明确收益和后续期待
276
+
277
+ ### 事件后的冷却章节数
278
+
279
+ | 事件类型 | 冷却(章) |
280
+ |----------|-----------|
281
+ | conflict_thrill(大冲突/打斗) | 2 |
282
+ | bond_deepening(关系深化) | 1 |
283
+ | faction_building(建立势力) | 2 |
284
+ | world_painting(世界观展开) | 3 |
285
+ | tension_escalation(压力升级) | 2 |
286
+
287
+ 规则:冷却期内该类型不能作为主beat;conflict_thrill最多连续2章;每5章必须包含bond_deepening或world_painting。
288
+
289
+ ### 过渡章节管理
290
+
291
+ - 单元故事结束前先把下一个目标拉出来
292
+ - 过渡章节必须维持至少一条活跃的期待线
293
+
294
+ ### 换地图期待感延续
295
+
296
+ | 延续方式 | 做法 |
297
+ |----------|------|
298
+ | 复仇线 | 未完成的目标跨地图持续 |
299
+ | 旧日关系线 | 老角色在新地图出现 |
300
+ | 信息差 | 某方以为某事,实际不是 |
301
+ | 提前铺垫 | 换地图前让新地图角色/传说与主角接触 |
302
+
303
+ ### 金手指的四阶段演进(基础→发展→成熟→升华)
304
+
305
+ | 阶段 | 操作要点 |
306
+ |------|---------|
307
+ | 基础 | 明确核心作用,建立读者认知 |
308
+ | 发展 | 增加新的使用方式,核心作用不变 |
309
+ | 成熟 | 与世界观深度结合,可与其他系统联动 |
310
+ | 升华 | 作用对象从个人扩到世界/天道层级,需足够伏笔支撑(签到系统:签到得物→万物可签→对人/地脉签到→签到本身成世界规则、人人信仰) |
311
+
312
+ 规则:金手指重心可转移但必须有足够伏笔;可部分淡化不能完全抛弃;呈现力度应随阶段递增。
313
+
314
+ ### 矛盾网设计
315
+
316
+ - 同一时刻保持2-3条矛盾线同时运行
317
+ - 矛盾线之间要有关联(因果、利益冲突、信息差)
318
+ - 每次解决一个矛盾,必须激活或加深另一个矛盾
319
+
320
+ | 层级 | 范围 | 说明 |
321
+ |------|------|------|
322
+ | 章级 | 2-3章 | 小冲突,服务于当前单元 |
323
+ | 卷级 | 一卷 | 本卷核心矛盾,卷末解决 |
324
+ | 书级 | 全书 | 终极矛盾,大结局解决 |
325
+
326
+ ### "两长一短"期待法则
327
+
328
+ - 1个短期期待:当前单元的明确目标(只能有一个)
329
+ - 1-2个长期期待:远期目标预告/悬念/组织/人物
330
+
331
+ ### 持续拉期待的方法
332
+
333
+ 1. 在"基底期待"上添加细节,注入新的具体化需求缺口
334
+ 2. 设置多个核心梗交替运行(装逼线A + 解密线B + 感情线C)
335
+ 3. 设计世界观层面的"秘密"和"阴谋"
336
+
337
+ ### 升级差异化管理
338
+
339
+ | 维度 | 说明 |
340
+ |------|------|
341
+ | 能力差异化 | 每个等级有质变性的新能力(炼气只能御剑→筑基能御物攻击) |
342
+ | 待遇差异化 | 不同等级获得不同的社会待遇(练气当杂役→筑基分独立洞府) |
343
+ | 人际关系网差异化 | 不同等级面对不同层次的人际关系(练气只接触师兄弟→筑基有长老正眼相待) |
344
+
345
+ 如果升级前后在三个维度上没有明显差异,读者就不会有升级快感。
346
+
347
+ ### 单元故事嵌套
348
+
349
+ - 在第一个单元故事高潮前,插入第二个故事的期待线
350
+ - 完成当前目标前,提前给出下一个目标的线索伏笔
351
+ - 完成当前目标后,迅速给出反转或变故,营造新期待
352
+
353
+ ### 长线节奏设计
354
+
355
+ - 一卷 = 一个完整的中套娃,有自己的起承转合
356
+ - 每卷开头是代入期(5-10章),中间是发展期,结尾是高潮+收束
357
+ - 信息密度:高密度(情绪强烈、推进快)与低密度(铺垫积蓄)交替,不能一直高或一直低
358
+ - 每个低密度章节至少埋一个让读者想知道后续的点
359
+
360
+ ### 期待感管理
361
+
362
+ 三层期待同时运行:
363
+ - 短期期待(下一章会发生什么)
364
+ - 中期期待(这个剧情单元会怎么收)
365
+ - 长期期待(主角最终能不能达成目标)
366
+
367
+ ---
368
+
369
+ ## 剧情过渡与衔接
370
+
371
+ ### 从一个剧情点到下一个
372
+
373
+ 核心问题:主角实力提升了,但下一步干什么不清楚。解决方案:每次提升后立即引入新的挑战或目标。
374
+
375
+ ### 剧情嵌套(套娃结构)
376
+
377
+ - 大套娃:整本书的主线
378
+ - 中套娃:每个卷/阶段的阶段性目标
379
+ - 小套娃:每个剧情单元的即时目标
380
+ - 三层套娃同时运行,读者始终有事可看
381
+
382
+ ### 场景过渡
383
+
384
+ - 过渡场景该跳过就跳过,不拖泥带水
385
+ - 过渡不是填充,没有信息量就删掉
386
+
387
+ ### 情绪衔接
388
+
389
+ - 上一场景的情绪要自然过渡到下一场景
390
+ - 不能前一个场景还在热血,下一个场景突然平淡
391
+
392
+ ### 信息差衔接
393
+
394
+ - 前一个场景埋下的信息差在后一个场景回收
395
+ - 读者带着疑问进入下一场景,衔接自然有效
396
+
397
+ ---
398
+
399
+ ## 设门槛——拉长剧情的核心技巧
400
+
401
+ ### 门槛的本质
402
+
403
+ 门槛不宜只放一个敌人挡路;它应形成系统性的条件设置:主角要达成目标,必须满足一系列条件。
404
+
405
+ ### 设门槛的具体方法
406
+
407
+ | 门槛类型 | 示例 |
408
+ |----------|------|
409
+ | 资源型 | 系统升级需要1000灵石,主角身上没有 |
410
+ | 成就型 | 考顶级院校需要气血值达标+独自灭杀XX级怪物+比赛前五名 |
411
+ | 多条件型 | 把一个大目标拆分成多个阶段小目标 |
412
+ | 动态门槛 | 主角资源超标时提高门槛 |
413
+ | 收集型 | 突破境界需要多件宝物 |
414
+
415
+ ### 规则
416
+
417
+ - 门槛必须围绕核心卖点设计,脱离金手指和脑洞的门槛是无效剧情
418
+ - 门槛要分批提出,不要一次全甩给读者
419
+ - 每跨越一个门槛就立刻设立下一个
420
+
421
+ ### 循环从设定中诞生
422
+
423
+ - 核心卖点通过"设定"体现,设定确定后自然产生反馈机制
424
+ - 设定多一条,循环元素就多一层,可写的内容就越多
425
+ - 写着写着把设定写丢了 = 把卖点写丢了
426
+
427
+ ---
428
+
429
+ ## 场景转换技巧
430
+
431
+ - 过渡场景没有信息量就直接跳过
432
+ - 前一个场景留下悬念,后一个场景回应悬念
433
+ - 前一个场景热血收尾,下一个场景开头要有余韵
434
+ - 切换视角时在悬念点切出,不要在平淡处切出
435
+ - 每条线在切换前都要留下一个"钩子"
436
+ - 多条线的读者关注度不同,主线占比要最大
437
+
438
+ ### 换地图的深层设计
439
+
440
+ - 新地图 = 新环境 + 新角色 + 新规则 + 新目标 + 新冲突
441
+ - 换地图前:旧地图的核心冲突至少阶段性解决
442
+ - 换地图后:前5章必须快速建立新的代入感和期待感
443
+
444
+ 避免以下操作:旧角色一刀切全部抛弃、新设定一次性全部倒出、新地图与旧地图毫无关联。保留至少一条贯穿主线。
445
+
446
+ 每换一次地图,循环要升级:更大的规模、更高的门槛、更强的对手。
447
+
448
+ ### 换地图的地图详略设计
449
+
450
+ - 换地图(非新手村)按三种势力简化铺:训练场(武馆/学校)、地头蛇(豪绅/地方势力)、破坏者(山贼/麻匪)——这是「地图四势力框架」的精简版,仍要保留变现/资源闭环渠道(商贩/药行),别只剩打斗
451
+ - 日常路线扩展关系网:上学/归还装备/逛集市作为新故事弧线的桥梁
452
+
453
+ ---
454
+
455
+ ## 悬念与伏笔技巧
456
+
457
+ - 小剧情伏笔:先确定结局再倒推线索,从终点往回铺确保逻辑闭合
458
+ - 整本书伏笔:大纲阶段确定关键情节,书中不断埋设细节呼应,长线伏笔要记录避免遗忘
459
+ - 谜语人vs伏笔:谜语人是故意不说明(容易惹烦);伏笔是巧妙融入剧情、自然不刻意。判定:信息延迟超过 3 章且中间无任何推进=谜语人(删或提前给);主角随口说怕水、后期落水危机才回收=伏笔
460
+ - 烧脑剧情:视角只跟主角走,不写反派视角,避免破坏悬念张力
461
+
462
+ ---
463
+
464
+ ## 信息团概念
465
+
466
+ - 信息团 = 一段剧情要表达的核心信息单元
467
+ - 每个信息团必须能一句话概括"这段在讲什么"
468
+ - 信息团之间要有逻辑递进关系
469
+ - 节奏快 = 信息团密集;节奏慢 = 信息团稀疏;水章节 = 信息团为零或与主线无关
470
+ - 例:一章里「主角识破骗局」是 1 个信息团,「顺带交代反派背景」是第 2 个——两个无关就是水章,砍掉第二个或让它服务第一个
471
+
472
+ ---
473
+
474
+ ## 自嗨判定法
475
+
476
+ ### 三个自检问题(必须全部回答清楚)
477
+
478
+ 1. 我这书写给谁看?(至少包括目标读者的年龄段、职业、性别、常用平台、人生处境、普遍渴望)
479
+ 2. 我的目标读者群体在看网文时希望看到什么内容?
480
+ 3. 我的这本书有哪些内容是目标读者群体想看的?
481
+
482
+ 判定标准:三问有一问答不好 = 自嗨。立刻停下修正。
483
+
484
+ ### 纠正方法
485
+
486
+ - 分析同类书的读者评论,提取高频正面关键词
487
+ - 对比同类书中高互动与低互动段落的差异特征
488
+ - 用同类书的目标读者画像反向校验本书的情节选择
489
+
490
+ ---
491
+
492
+ ## 质量检查清单
493
+
494
+ 每次完成一段剧情设计或一卷大纲后,逐项检查:
495
+
496
+ ### 基础完整性
497
+ - [ ] 主线是否明确为"一件事"(避免写成元素罗列或升级条)
498
+ - [ ] 循环模式是否与题材+金手指+主角身份统一
499
+ - [ ] 三层套娃(大/中/小)是否同时运行
500
+
501
+ ### 节奏与期待
502
+ - [ ] 三层期待(短/中/长)是否同时在线
503
+ - [ ] 章末约200字是否保留悬念、决定、发现、余韵或阶段目标
504
+ - [ ] 信息密度是否有高低交替(不能一直高或一直低)
505
+ - [ ] 冷却期规则是否遵守
506
+
507
+ ### 连续性
508
+ - [ ] hot/warm/cold 状态是否正常(无该 warm 却 cold 的元素)
509
+ - [ ] 核心角色 3-5 章、主要支线 4-6 章内是否有有效触碰
510
+ - [ ] 换地图/换阶段后是否保留至少一条贯穿主线
511
+
512
+ ### 高潮与过渡
513
+ - [ ] 高潮是否需要假胜(先给希望再击碎);若不用,是否有其他情绪落差/兑现方式
514
+ - [ ] 胜利是否需要代价/风险/下一任务;若是纯奖励章,收益是否足够明确
515
+ - [ ] 过渡场景是否删掉了无信息量的部分
516
+ - [ ] 场景切换是否在悬念点切出
517
+
518
+ ### 避坑检查
519
+ - [ ] 门槛是否围绕核心卖点设计(非无效剧情)
520
+ - [ ] 金手指是否按四阶段演进(未跳跃、未抛弃)
521
+ - [ ] 自嗨三问是否全部能回答清楚
522
+ - [ ] 信息团是否每段都能一句话概括"在讲什么"