@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 +1,354 @@
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+ # 情绪体系操作手册
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+
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+ > 主角与对手递进对抗、情绪模块分类、爽点设计、情绪升级与对比、驱动读者欲望。
4
+
5
+ ---
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+
7
+ ## 决策路由表
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+
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+ 遇到具体写作场景时,按此表定位对应方法:
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+
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+ | 你在写什么 | 用什么方法 |
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+ |------------|-----------|
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+ | 主角与对手对抗 | [递进对抗写法](#主角与对手的递进对抗写法) + 装逼层级 |
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+ | 爽点设计 | [爽点设计体系](#爽点设计体系) + 密度建议 |
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+ | 情绪升级 | [情绪升级与对比的核心技巧](#情绪升级与对比的核心技巧) |
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+ | 制造拉扯/误会 | [误会制造拉扯法](#误会制造拉扯法) |
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+ | 用梗驱动剧情 | [以梗构建剧情法](#以梗构建剧情法) |
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+ | 搭配情绪模块 | [情绪模块与戏剧单元分类](#情绪模块与戏剧单元分类) |
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+ | 控制节奏与高潮 | [节奏与高潮控制技巧](#节奏与高潮控制技巧) |
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+ | 驱动读者追读欲望 | [驱动读者欲望的四步公式](#驱动读者欲望的四步公式) |
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+ | 选择驱动方式 | [情绪驱动与事件驱动](#情绪驱动与事件驱动) |
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+
23
+ ---
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+
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+ ## 主角与对手的递进对抗写法
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+
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+ ### 核心原则:角力而非碾压
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+
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+ 主角与反派的对抗不是一路碾压。让主角在每次小角力中稍占上风,最后迎来大胜利。
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+
31
+ 斗地主比喻:主角对三,反派对四,主角对A,反派对2,最后主角王炸一锤定音。
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+
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+ ### 装逼层级分类
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+
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+ | 层级 | 特点 | 使用场景 |
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+ |------|------|----------|
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+ | 日常小装逼 | 无需剧情,日常生活展示优势 | 距离下个大爽点远时,维持读者耐心 |
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+ | 核心爽点 | 切在主线上,围绕主线目标装逼 | 推进主线同时让读者爽 |
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+ | 偏离爽点 | 背离主线去别处装逼 | 应避免,浪费读者耐心 |
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+
41
+ ### 角色逼格管理
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+
43
+ - 升级线与主角反应线分开管理。
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+ - 同样被骂:主角暴怒反击 = 毒点;主角微微一笑毫不在意 = 逼格。
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+ - 主角反应规则:升级提升的是实力,不自动改变主角的从容反应。面对低级挑衅时,主角应表现为不被牵着走。
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+
47
+ ### 爽点密度规则
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+
49
+ - 不要拉长单个爽点的铺垫,而是多想几个爽点。
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+ - 用层次划分法制造连锁震惊:当场观众震惊 -> 别处观众震惊 -> 专家震惊 -> 配角间信息差抹平 -> 再震惊。
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+
52
+ ---
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+
54
+ ## 情绪驱动与事件驱动
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+
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+ ### 事件驱动型叙事
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+
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+ - 故事由外部可见的事件串联:被打脸 -> 升级 -> 反打脸。
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+ - 读者刺激来自事件结果:"他能不能打赢?"
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+ - 优点:节奏快、爽点明确、易上手。
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+ - 缺点:开篇用S级事件后,后续A级/B级事件会让读者疲劳。
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+
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+ ### 情感驱动型叙事(人物驱动型)
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+
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+ - 故事由人物内在动机、情感变化、人际关系推动。
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+ - 事件悬念是一次性的,人物悬念是持续性的。
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+ - 读者更容易代入、情感拉扯更绵长。
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+
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+ ### 本质
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+
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+ 两者共同本质是"情绪的波动"。事件驱动通过外部冲突制造波动,情感驱动通过内部冲突和人际张力制造波动。怎么选:
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+
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+ - 番茄爽文/打脸文 -> 事件驱动:每章给一个外部结果(赢了、升级了、对手栽了)。
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+ - 追妻/虐心/世情 -> 情感驱动:事件可以少,但人物心结要一直悬着(他后悔了没?她原谅了没?)。
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+ - 混合 -> 主线用事件往前推,每 3-5 章插一段情感停顿(独处、回忆、试探),让人物心结透口气。
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+
77
+ ---
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+
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+ ## 情绪升级与对比的核心技巧
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+
81
+ ### 情绪升级
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+
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+ - 爽点不是一次到位的,需要层层铺垫和递进。
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+ - 负面情绪要逐步升级到饱和,再转化为正面情绪。
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+ - 通过反复的拒绝、嘲笑、质疑来不断加码负面情绪。
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+
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+ ### 对比手法
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+
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+ - 对比是爽文的底层逻辑之一。
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+ - 配角失败 vs 主角成功(关羽温酒斩华雄)。
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+ - 配角得意 vs 主角碾压(比袈裟:金池长老沾沾自喜 vs 唐僧袈裟降维打击)。
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+ - "没有对比就没有伤害"。
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+
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+ ### 负面情绪的正确用法
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+
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+ - 负面情绪只是让鸡下蛋的一种手段,不是唯一方法。
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+ - 关键是理解题材的情绪链条朝什么方向走。
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+ - 《登神》几乎没有情绪压抑套路,照样是大爽文——"情感缺口"来自读者对俗套情节的厌倦。
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+
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+ ### 情绪拉扯的实用素材
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+
102
+ - 过渡、日常、平淡剧情中也可以做情绪拉扯。
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+ - "求人办事"类桥段:阻碍设置、权力展示、以退为进。
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+ - 以退为进、欲左先右是过渡章节中有效的情绪拉扯结构模式。
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+
106
+ ---
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+
108
+ ## 爽点设计体系
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+
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+ ### 爽点的本质
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+
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+ - 爽点不只是装逼打脸,而是包含各种各样的情绪满足。
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+ - 纯输出正面情绪也可以形成爽点,但无法将爽感最大化。
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+ - 让负面情绪转化为正面情绪 = 最大程度满足读者。
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+
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+ ### 六种爽点类型
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+
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+ | 类型 | 核心 | 功能延伸 |
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+ |------|------|----------|
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+ | 能力碾压 | 实力远超对手,纯粹优越感 | -- |
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+ | 目标达成 | 完成阶段性目标 | 引出行动线和下一步计划 |
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+ | 收获盘点 | 清点获得的资源/人脉/能力 | 利用收获引出下一步剧情 |
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+ | 态度转变 | 配角从轻视到敬佩 | 利用配角引出下一步剧情 |
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+ | 隐藏身份/掉马甲 | 身份逐步被揭开 | 不断制造震惊 |
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+ | 情感圆满度 | 追夫/妻火葬场,关系修复的满足感 | -- |
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+
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+ ### 设计爽点的倒推法
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+
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+ 1. 先确定用什么方式让读者满足(爽点类型)。
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+ 2. 再设计如何拉起期待(期待点)。
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+ 3. 最后设计如何铺垫(铺垫)。
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+ 4. 设计章纲时也按这个顺序思考。
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+
134
+ ---
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+
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+ ## 情绪模块与戏剧单元分类
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+
138
+ ### 提炼层级
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+
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+ 从原型故事逐级提炼出可复用工具。核心原则:**戏剧性会磨损,情绪不会磨损**。
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+
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+ | 层级 | 名称 | 内容 | 说明 |
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+ |------|------|------|------|
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+ | 零级 | 具体故事 | 原文完整情节 | 直接搬用 = 抄袭 |
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+ | 一级 | 经典故事情节 | 去描写,留素材(人名/地名/事件) | 换汤不换药,仍有雷同风险 |
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+ | 二级 | 故事构型 | 去素材,只剩逻辑走向 | 戏剧单元 + 情绪模块的组合体 |
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+ | 三级 | 戏剧单元 | 戏剧性走向的抽象 | 可自由组合的逻辑结构 |
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+ | 四级 | 情绪模块 | 读者想看什么的抽象 | 期待感方向 + 爽感方向 |
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+
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+ **故事构型 + 素材 = 具体故事**。用法两种:①**重构**(保留素材,彻底改构型,长篇必备);②**微调**(用经典情节,按人设深挖微调,短篇适用)。人设与经典情节冲突时必须重构。
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+
152
+ 贯穿例子(拿一篇追妻文逐级往上扒):
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+
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+ - 零级 = 《某追妻文》原文,连对白带场景照搬。
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+ - 一级 = 去掉描写,只留素材:"前夫上门求复婚被拒"。
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+ - 二级 = 连素材也扔掉,只剩走向:"施害方追悔 -> 受害方已经不在乎了"。
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+ - 三级戏剧单元 = "迟来的追悔"。
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+ - 四级情绪模块 = 读者想看的两件事:"渣男后悔 + 主角不回头"。
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+
160
+ 换壳示范:抓住二级走向"施害方追悔 -> 受害方不在乎",换一套素材就是新故事——职场版(坑过你的上司栽了来找你,你已经跳槽当老板)、古言版(休妻的夫君败落来求和,你已是诰命)。
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+
162
+ ### 情绪模块与戏剧单元的关系
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+
164
+ - 大/中戏剧单元 = 戏剧性的抽象,笼罩整本书或大段剧情的基调。
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+ - 情绪模块 = 情绪核心的抽象,对应具体的情绪爽点。
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+ - 叙事元素和结构技法合称"辅助工具",不能独立提供完整框架,必须应用在某个完整框架内。
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+
168
+ ### 戏剧性与情绪的关系
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+
170
+ - 同一套路(如英雄救美)反复用不腻,腻的是结构不变;每次换场景/换对手/加新情绪就不算重复。
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+
172
+ ### 情绪模块卡片
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+
174
+ #### 修罗场卡
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+
176
+ - 多个人喜欢同一个人,在被喜欢的人面前互相竞争。
177
+ - 递进设计:初期(跟男1逛街被男2撞见)-> 中期(跟男2接吻被男主撞见)-> 后期(男1、男2大打出手)。
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+
179
+ #### 倒计时卡
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+
181
+ - 需要一个计时,倒计时结束时必须有事情发生。
182
+ - 常结合实力悬殊的战斗:打不过但必须打。
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+
184
+ #### 恩怨情仇卡(大/中戏剧单元)
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+
186
+ - 两个人因特定事件形成带有强烈情感或道德伦理枷锁的关系。
187
+ - 重点不在"形成恩怨的过程",而在恩怨形成后的行为和情感。
188
+ - 作为大戏剧单元是笼罩整本书的"基调"。
189
+
190
+ #### 双重身份卡
191
+
192
+ - 两个身份重叠的一刹那给读者带来意外。
193
+ - 设计要点:A身份的日常塑造 + 隐藏信息 + B身份揭示时的冲击。
194
+
195
+ #### 特殊对待卡
196
+
197
+ - 拯救人物OOC的神器。
198
+ - 用"特殊对待"来合理化角色在特定情境下的行为偏离。
199
+
200
+ #### 好感变化卡
201
+
202
+ - 核心在于展示情绪链条的质变。
203
+ - 英雄救美作为载体:关键是关系质变,不是怎么救。
204
+ - 避免重复:每卷的复杂程度和收获上升,情绪呈螺旋上升趋势。
205
+
206
+ #### 装逼的深层理解
207
+
208
+ - 核心在于牛逼和不牛逼之间的对比。
209
+ - 可用"几成力"来对比:对完招再吹用了几成力。
210
+ - 前期铺垫:嘲讽压抑的情绪、主角扮猪。
211
+
212
+ #### 以小搏大
213
+
214
+ - 成本与收获之间的比例要巨大。
215
+ - 过程要有随机性和主观能动性,不能让读者觉得100%成功。
216
+ - 可以不成功,但通过歪打正着、贵人扶持等方式补充情绪缺口。
217
+
218
+ #### 误解卡
219
+
220
+ - 系列误会步骤:确定核心误会 -> 自然衍生各小误会 -> 确定解除条件 -> 设计障碍。
221
+ - 误解消除规则:对事业线/爱情线有负面作用的必须消除;没有负面作用或有正面作用的可以不消除。
222
+
223
+ ### 叙事元素卡片
224
+
225
+ | 卡片 | 核心用法 |
226
+ |------|----------|
227
+ | 工具人卡 | 特定场景满足叙事需求:烘托/推动/提供情报 |
228
+ | 迷之少女卡 | 梦/回忆/幻觉中对剧情起关键作用的线索,不能随便放开头 |
229
+ | 失能卡 | 角色不能用意识正常控制身体/道具,可与人设绑定成为缺陷 |
230
+ | 关系卡 | 角色间特定关系配置,决定互动基本模式 |
231
+ | 秘密卡 | 保守秘密/挖掘秘密/无意得知秘密 |
232
+ | 闹矛盾卡 | 意见不合/误会/伤害 -> 争吵/对抗/散伙 -> 后悔/和谈/危机促和好 |
233
+ | 双界联系卡 | 穿越型/联系型/融合型 |
234
+ | 紧追其后卡 | 追逐/追踪/跟踪三种形式 |
235
+ | 隐蔽行动卡 | 角色的隐蔽行动/调查他人的隐蔽行动/他人对角色的隐蔽行动 |
236
+ | 未来窥视卡 | 预言/穿越记忆/系统提示,反应:避免/争取/利用/换取好处 |
237
+ | 禁忌卡 | 特定个体/群体/物品/场所/活动的禁忌,必须明示触犯下场 |
238
+ | 新环境扮演卡 | 卧底/被挟持/失忆/穿越,确认要素:对方背景、性格、技能、弱点 |
239
+
240
+ ### 结构技法卡片
241
+
242
+ | 卡片 | 核心用法 |
243
+ |------|----------|
244
+ | 差异评价卡 | 两种思路:打压与反转;借人之手是变体 |
245
+ | 戏剧三角卡 | 迫害者、受害者、拯救者三者可转换 |
246
+ | 翻弄风云 | 强调主角行为对不同角色的意义和影响 |
247
+ | 解谜设计 | 设命题P1/P2 -> 推导P3 -> 取反推导P4 -> 隐藏P3产生误导 |
248
+
249
+ ### 组合与提炼
250
+
251
+ - 一级提炼:从成功作品中提取基本叙事模式。
252
+ - 二级提炼:在一级框架上加入特定题材元素。
253
+ - 不同类型卡片可叠加:核心梗卡 + 关系卡 + 限制卡 = 完整剧情单元。
254
+ - 重构使用:保留素材名称,替换故事走向。
255
+ - 微调使用:保留故事走向,增加新的情绪模块。
256
+ - 螺旋上升:同一套路每次出现时复杂程度和收获都上升。
257
+
258
+ ### 常见误区
259
+
260
+ 1. **故事雷同**:只做一级提炼(换名字不换结构),读者眼里和抄袭无区别。
261
+ 2. **人设崩坏**:为套用经典情节强行让人物做不符合人设的事。
262
+ 3. **创新失控**:脱离情绪模块的"创新"容易变成毒点。
263
+ 4. **扼杀核心创意**:"读者爱看"和"自己爱写"别变成二选一。
264
+
265
+ ---
266
+
267
+ ## 误会制造拉扯法
268
+
269
+ ### 误会的本质
270
+
271
+ "我原先以为 A,后来发现全错了" -- 信息差制造情绪落差。核心是信息差的运用。执行时必须确保每一步都有明确的信息差设计。
272
+
273
+ | 场景 | 用法 |
274
+ |------|------|
275
+ | 装逼打脸 | 主角谦虚 -> 配角误以为主角弱 -> 反转打脸更爽 |
276
+ | 感情线 | 误会制造心有芥蒂 -> 阻碍感情发展 -> 解开时更甜 |
277
+ | 人设反差 | "我以为主角很弱,但他其实超级强" |
278
+ | 世界观设定 | "我以为世界能修仙,但其实不能" |
279
+
280
+ ### 操作要点
281
+
282
+ - 感情线中:不能真正扯开(不能分手),而是"心有芥蒂""暂时冷静"。
283
+ - 拉近关系用英雄救美,扯开关系用误会。
284
+ - 装逼打脸中:主角的谦虚/低调本身就是误会制造器。
285
+
286
+ ---
287
+
288
+ ## 以梗构建剧情法
289
+
290
+ ### 四段式
291
+
292
+ 1. **发生**:建立初始情境,引出梗的前提条件。
293
+ 2. **发展**:通过反复挫败或积累,推向梗的触发点。
294
+ 3. **转折**:利用金手指或关键手段实现梗的反转。
295
+ 4. **高潮**:梗的完整释放 -- 前后反差最大化。
296
+
297
+ 用梗作为高潮点倒推剧情,天然避免流水账。只要有新梗,就能持续写出有意思的剧情。
298
+
299
+ ---
300
+
301
+ ## 节奏与高潮控制技巧
302
+
303
+ | 要素 | 规则 |
304
+ |------|------|
305
+ | 大高潮周期 | 7-10天完成(一天双更,14章),超过10天读者易反感 |
306
+ | 小高潮周期 | 控制在3天左右 |
307
+ | 高潮后过渡 | 加1-2章日常过渡,给读者喘息空间 |
308
+ | 追订下降应对 | 快速进入下一段故事,不要在低谷期犹豫 |
309
+ | 公众期5章循环 | 1章人设建立 + 2章铺垫 + 1章打脸 + 1章反响 |
310
+ | VIP节奏 | 1-2章人设 + 5章铺垫 + 1-2章打脸 + 1章总结 |
311
+ | 多线缓解疲劳 | 插入半章配角视角,换视角换节奏 |
312
+ | 高潮过渡技巧 | 高潮前穿插支线人物埋伏笔,高潮后拎出来自然过渡 |
313
+
314
+ ---
315
+
316
+ ## 驱动读者欲望的四步公式
317
+
318
+ **核心公式**:生产诉求 -> 给予希望 -> 努力解决 -> 得偿所愿
319
+
320
+ ### 第一步:生产诉求
321
+
322
+ - 用"低地位""困境""迫在眉睫的威胁""不曾拥有"让读者感同身受。
323
+ - 读者看到诬告、不公、恃强凌弱,天生生出"不该如此"的念头。
324
+
325
+ ### 金手指的本质
326
+
327
+ 金手指是现实中我们难以拥有的特质/能力。没有金手指,困境的痛苦会让读者感到无力。
328
+
329
+ ### 节奏的本质
330
+
331
+ - 不断解决现有矛盾 + 不断制造新矛盾。
332
+ - 方式一:"逐渐变好" -- 目标拆分。
333
+ - 方式二:"新的困境" -- 矛盾层级递进。
334
+ - 好的节奏:困境层级层层递进,种类多样,解决方式也多样。
335
+
336
+ ---
337
+
338
+ ## 质量检查清单
339
+
340
+ 完成一个章节或一段剧情后,逐项检查:
341
+
342
+ - [ ] **决策路由**:是否按路由表选对了对应方法?
343
+ - [ ] **对抗递进**:主角与对手的每次交锋是否逐级升级?是否存在一上来就碾压?
344
+ - [ ] **装逼层级**:日常小装逼 / 核心爽点是否区分清楚?是否出现偏离主线的装逼?
345
+ - [ ] **爽点类型**:是否明确使用了六种爽点之一?是否能说清属于哪种?
346
+ - [ ] **爽点倒推**:是否先定爽点类型,再设计期待,最后补铺垫?
347
+ - [ ] **情绪升级**:负面情绪是否逐步加码到饱和再释放?是否一步到位?
348
+ - [ ] **对比手法**:是否用了配角衬托来放大主角的爽感?
349
+ - [ ] **误会拉扯**:感情线误会是否控制在"心有芥蒂"而非真正分手?
350
+ - [ ] **梗的四段式**:发生 -> 发展 -> 转折 -> 高潮是否完整?是否缺少转折直接跳到高潮?
351
+ - [ ] **节奏周期**:大高潮是否在7-10天内完成?小高潮是否在3天左右?
352
+ - [ ] **读者欲望**:是否走完"生产诉求 -> 给予希望 -> 努力解决 -> 得偿所愿"四步?
353
+ - [ ] **卡片组合**:情绪模块、叙事元素、结构技法是否叠加使用而非单独依赖?
354
+ - [ ] **螺旋上升**:同一套路再次出现时,复杂程度和收获是否比上次更高?