@oh-story/dsh 0.1.14 → 0.1.16

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.
Files changed (533) hide show
  1. package/README.md +12 -10
  2. package/lib/drama/manifest.json +284 -364
  3. package/lib/drama/skills/short-drama/SKILL.md +13 -14
  4. package/lib/drama/skills/short-drama/agents/openai.yaml +1 -1
  5. package/lib/drama/skills/short-drama/references/audience-reveal.md +4 -4
  6. package/lib/drama/skills/short-drama/references/contract-and-ownership.md +2 -2
  7. package/lib/drama/skills/short-drama/references/creator-documents.md +12 -10
  8. package/lib/drama/skills/short-drama/references/creator-workflow.md +6 -5
  9. package/lib/drama/skills/short-drama/references/form-cards/Q/347/211/210/350/241/250/350/276/276.md +8 -8
  10. 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 +5 -5
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  15. package/lib/drama/skills/short-drama/references/knowhow-index.md +6 -7
  16. package/lib/drama/skills/short-drama/references/look-development.md +5 -7
  17. package/lib/drama/skills/short-drama/references/pickup-and-alternate.md +6 -3
  18. package/lib/drama/skills/short-drama/references/production-form-profiles.md +14 -16
  19. package/lib/drama/skills/short-drama/references/reference-roles.md +5 -3
  20. package/lib/drama/skills/short-drama/references/runtime-preflight.md +2 -1
  21. package/lib/drama/skills/short-drama-assets/SKILL.md +8 -8
  22. package/lib/drama/skills/short-drama-assets/agents/openai.yaml +1 -1
  23. package/lib/drama/skills/short-drama-assets/references/asset-review-checklist.md +26 -27
  24. package/lib/drama/skills/short-drama-assets/references/character-and-look.md +22 -22
  25. package/lib/drama/skills/short-drama-assets/references/continuity-delta.md +4 -4
  26. package/lib/drama/skills/short-drama-assets/references/continuity-lock.md +4 -4
  27. package/lib/drama/skills/short-drama-assets/references/era-anchors.md +3 -3
  28. package/lib/drama/skills/short-drama-assets/references/identity-vs-variant.md +5 -5
  29. package/lib/drama/skills/short-drama-assets/references/location-and-view.md +6 -7
  30. package/lib/drama/skills/short-drama-assets/references/occurrence-extraction.md +8 -9
  31. package/lib/drama/skills/short-drama-assets/references/prop-and-state.md +8 -11
  32. package/lib/drama/skills/short-drama-assets/references/voice-direction.md +22 -22
  33. package/lib/drama/skills/short-drama-develop/SKILL.md +6 -6
  34. package/lib/drama/skills/short-drama-develop/agents/openai.yaml +1 -1
  35. package/lib/drama/skills/short-drama-develop/assets/creative-brief.md +2 -2
  36. package/lib/drama/skills/short-drama-develop/assets/story-engine.md +2 -2
  37. package/lib/drama/skills/short-drama-develop/references/adaptation-craft.md +13 -12
  38. package/lib/drama/skills/short-drama-develop/references/creative-reference-intake.md +7 -7
  39. package/lib/drama/skills/short-drama-develop/references/director-brief-craft.md +7 -8
  40. package/lib/drama/skills/short-drama-develop/references/episode-design.md +20 -24
  41. package/lib/drama/skills/short-drama-develop/references/genre-and-hook-playbook.md +7 -7
  42. package/lib/drama/skills/short-drama-develop/references/genre-cards//344/272/262/345/255/220/351/232/220/347/247/230.md +4 -5
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  49. package/lib/drama/skills/short-drama-develop/references/genre-cards//347/224/237/346/264/273/346/265/201.md +1 -1
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  56. package/lib/drama/skills/short-drama-develop/references/mechanism-loop.md +6 -7
  57. package/lib/drama/skills/short-drama-develop/references/multi-episode-intake.md +19 -17
  58. package/lib/drama/skills/short-drama-develop/references/premise-devices.md +5 -5
  59. package/lib/drama/skills/short-drama-develop/references/reveal-reversal-payoff.md +6 -5
  60. package/lib/drama/skills/short-drama-develop/references/serial-character-and-memory.md +3 -4
  61. package/lib/drama/skills/short-drama-develop/references/stage-contract.md +7 -9
  62. package/lib/drama/skills/short-drama-develop/references/story-craft.md +8 -10
  63. package/lib/drama/skills/short-drama-edit/SKILL.md +11 -14
  64. package/lib/drama/skills/short-drama-edit/assets/remotion/README.md +12 -19
  65. package/lib/drama/skills/short-drama-edit/assets//345/211/252/350/276/221/345/215/225.md +2 -2
  66. package/lib/drama/skills/short-drama-edit/references/cut-craft.md +5 -4
  67. package/lib/drama/skills/short-drama-edit/references/generated-footage.md +1 -1
  68. package/lib/drama/skills/short-drama-edit/references/sound-and-subtitles.md +6 -4
  69. package/lib/drama/skills/short-drama-edit/references/stage-contract.md +5 -5
  70. package/lib/drama/skills/short-drama-edit/references/still-cuts.md +1 -1
  71. package/lib/drama/skills/short-drama-image-prompts/SKILL.md +7 -2
  72. package/lib/drama/skills/short-drama-image-prompts/agents/openai.yaml +1 -1
  73. package/lib/drama/skills/short-drama-image-prompts/references/character-and-look.md +4 -5
  74. package/lib/drama/skills/short-drama-image-prompts/references/common-recipe.md +17 -17
  75. package/lib/drama/skills/short-drama-image-prompts/references/edit-and-revision.md +10 -9
  76. package/lib/drama/skills/short-drama-image-prompts/references/location-plate.md +11 -12
  77. package/lib/drama/skills/short-drama-image-prompts/references/look-and-state-variant.md +6 -5
  78. package/lib/drama/skills/short-drama-image-prompts/references/lookdev-frame.md +2 -2
  79. package/lib/drama/skills/short-drama-image-prompts/references/production-sheet-recipes.md +6 -6
  80. package/lib/drama/skills/short-drama-image-prompts/references/prop-plate.md +8 -8
  81. package/lib/drama/skills/short-drama-image-prompts/references/review-and-fixtures.md +5 -4
  82. package/lib/drama/skills/short-drama-novel-analyze/SKILL.md +17 -24
  83. package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-triage.md +3 -4
  84. package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-value.md +5 -10
  85. package/lib/drama/skills/short-drama-novel-analyze/references/aggregation-and-entities.md +4 -6
  86. package/lib/drama/skills/short-drama-novel-analyze/references/chapter-extraction.md +9 -13
  87. package/lib/drama/skills/short-drama-novel-analyze/references/stage-contract.md +3 -7
  88. package/lib/drama/skills/short-drama-produce/SKILL.md +43 -42
  89. package/lib/drama/skills/short-drama-produce/agents/openai.yaml +1 -1
  90. package/lib/drama/skills/short-drama-produce/references/adapter-contract.md +31 -18
  91. package/lib/drama/skills/short-drama-produce/references/providers/gpt-image-2.md +1 -1
  92. package/lib/drama/skills/short-drama-produce/references/providers/minimax-h3-video.md +11 -6
  93. package/lib/drama/skills/short-drama-produce/references/providers/minimax-music.md +2 -2
  94. package/lib/drama/skills/short-drama-produce/references/providers/minimax-speech.md +7 -5
  95. package/lib/drama/skills/short-drama-produce/references/providers/seedance.md +14 -8
  96. package/lib/drama/skills/short-drama-review/SKILL.md +9 -9
  97. package/lib/drama/skills/short-drama-review/agents/openai.yaml +1 -1
  98. package/lib/drama/skills/short-drama-review/references/anti-template-repair.md +10 -11
  99. package/lib/drama/skills/short-drama-review/references/production-quality-gates.md +24 -23
  100. package/lib/drama/skills/short-drama-review/references/project-calibration.md +17 -16
  101. package/lib/drama/skills/short-drama-review/references/review-method.md +8 -6
  102. package/lib/drama/skills/short-drama-review/references/rubric-assets-prompts.md +7 -6
  103. package/lib/drama/skills/short-drama-review/references/rubric-source-analysis.md +17 -10
  104. package/lib/drama/skills/short-drama-review/references/rubric-story-script.md +29 -25
  105. package/lib/drama/skills/short-drama-review/references/rubric-visual-motion.md +11 -11
  106. package/lib/drama/skills/short-drama-review/references/stage-contract.md +3 -2
  107. package/lib/drama/skills/short-drama-storyboard/SKILL.md +8 -10
  108. package/lib/drama/skills/short-drama-storyboard/agents/openai.yaml +1 -1
  109. package/lib/drama/skills/short-drama-storyboard/references/blocking-playbooks.md +8 -11
  110. package/lib/drama/skills/short-drama-storyboard/references/comic-keyframe-lexicon.md +11 -12
  111. package/lib/drama/skills/short-drama-storyboard/references/coverage-audition.md +4 -5
  112. package/lib/drama/skills/short-drama-storyboard/references/keyframe-craft.md +19 -24
  113. package/lib/drama/skills/short-drama-storyboard/references/lighting-craft.md +1 -1
  114. package/lib/drama/skills/short-drama-storyboard/references/production-shot-grammar.md +26 -29
  115. package/lib/drama/skills/short-drama-storyboard/references/review-and-fixtures.md +6 -5
  116. package/lib/drama/skills/short-drama-storyboard/references/scene-visual-plan.md +2 -2
  117. package/lib/drama/skills/short-drama-storyboard/references/screenplay-to-keyframe-example.md +4 -4
  118. package/lib/drama/skills/short-drama-storyboard/references/shot-craft.md +8 -8
  119. package/lib/drama/skills/short-drama-storyboard/references/shot-revision-identity.md +3 -3
  120. package/lib/drama/skills/short-drama-video-prompts/SKILL.md +10 -7
  121. package/lib/drama/skills/short-drama-video-prompts/agents/openai.yaml +1 -1
  122. package/lib/drama/skills/short-drama-video-prompts/references/camera-audio-continuity.md +63 -61
  123. package/lib/drama/skills/short-drama-video-prompts/references/delivery-profile.md +20 -18
  124. package/lib/drama/skills/short-drama-video-prompts/references/generability.md +12 -12
  125. package/lib/drama/skills/short-drama-video-prompts/references/minimax-h3.md +4 -3
  126. package/lib/drama/skills/short-drama-video-prompts/references/motion-recipe.md +38 -40
  127. package/lib/drama/skills/short-drama-video-prompts/references/performance-action-timing.md +36 -36
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  130. package/lib/drama/skills/short-drama-video-prompts/references/seedance-2.0.md +1 -1
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  133. package/lib/drama/skills/short-drama-video-prompts/references/wan-3.0.md +2 -1
  134. package/lib/drama/skills/short-drama-write/SKILL.md +15 -15
  135. package/lib/drama/skills/short-drama-write/agents/openai.yaml +1 -1
  136. package/lib/drama/skills/short-drama-write/assets/screenplay.md +3 -4
  137. package/lib/drama/skills/short-drama-write/references/dialogue-craft.md +20 -22
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  145. package/lib/index.js +80 -17
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  147. package/lib/novel-to-game/README.md +8 -9
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  149. package/lib/novel-to-game/manifest.json +19 -19
  150. package/lib/novel-to-game/skills/game-art-direction/SKILL.md +2 -2
  151. package/lib/novel-to-game/skills/game-build/SKILL.md +2 -0
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  154. package/lib/novel-to-game/skills/game-world-design/SKILL.md +1 -1
  155. package/lib/novel-to-game/skills/game-world-design/agents/openai.yaml +1 -1
  156. package/lib/novel-to-game/skills/novel-to-game/references/intake-method.md +4 -4
  157. package/lib/oh-story/manifest.json +676 -676
  158. package/lib/oh-story/roles/chapter-extractor.md +10 -10
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+ # 叙事用笔:让篇幅落在值得经历的地方
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+
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+ 本文件检查场景与段落组的详略。表达修法见 [expression.md](expression.md),需要改变事件或人物选择时见 [story-logic.md](story-logic.md)。取舍服从 [style-resolution.md](style-resolution.md) 的文风裁决。
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+
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+ ## 从场景作用找到重心
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+
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+ 通读一场连续的戏,用一句话说明它要让读者经历什么:一次选择、交涉转向、关系变冷、发现误会,也可以是生活处境、松弛、氛围或余韵。只作为本次判断依据,不强制生成逐段标签或新附件。
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+
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+ 沿正文找最需要被经历的地方:人物何时改变判断,哪句话使交涉转向,犹疑怎样走到决定,某个日常细节怎样拉近或拉开关系。对照实际篇幅,指出具体的过详或过略。场景重心没有展开时,先检查原文、前后文或已定设计是否已有过程,不能用一批感官细节顶替。
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+
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+ | 问题 | 看什么 | 怎么处理 |
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+ |---|---|---|
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+ | 次要过程占住篇幅 | 开门、倒水、赶路、逐件清点被连续展开,却不改变人物处境或读者感受 | 压成必要承接,留能建立空间、声口、关系或氛围的细节 |
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+ | 关键过程被概述吞掉 | “商量妥了”“三言两语解释清楚”“她终于想通了”替代选择或交锋 | 展开已有条件、试探、判断和反馈;依据缺失时转故事诊断,不编造说服理由 |
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+ | 同类对象平均用力 | 三个人、四件物品各给同样篇幅,读者找不到重心 | 围绕此场作用分配;重要对象展开,其他对象概括或略过,不规定递减次数 |
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+ | 状态原地打转 | 反复写害怕、愤怒、沉默,人物的理解和行动始终相同 | 合并复述,保留会改变下一步或积累体验的过程 |
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+ | 只见结果、不见过渡 | 上句拒绝、下句答应;情绪突然抵达 | 找回已有承接;若成立条件从未设计,提出故事修法 |
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+
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+ “平”可能来自重心写薄,也可能来自故事没有足够的变化。先判断是哪一种,避免把所有慢场景都压短。
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+
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+ ## 删除、压缩、展开各有检验
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+
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+ **删除测试**:删去后,是否损失事实、伏笔、因果、空间方向、人物声口、关系、情绪持续时间或审美体验?没有损失可以删除,包括整段;有损失则保留有效部分或压缩表达。无须给每个细节编出后续情节用途。
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+
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+ **压缩测试**:用一句概述替代后,读者是否只知道结果,却无法体会人物怎样走到这里?如果丢掉必要的犹疑、交锋或情绪抵达,就保留展开。事实未丢只是一项检查,不能据此抹平生活质感。
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+
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+ **展开测试**:新增的每一轮有没有使信息、处境、判断、关系或感受发生变化?同一情绪可以持续,停顿也有时间感;只换措辞强调强度的反应链应收拢。原文已有的分阶段变化可以分段演出,不因相邻出现动作、感知、反应就判重复。
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+
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+ 重排后通读整场:读者还能知道谁在哪里、为什么停下、下一步为何发生吗?删过头导致电报体时,恢复必要的主体、连接和承接,不恢复模板解释。遵守作者字数范围;若有效内容不足以满足下限,报告缺口,不用微动作或新事件补齐。删改比例只描述实际变化,不决定哪些废话必须保留。
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+
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+ ## 细节要服务这场戏
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+
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+ - **动作**:保留带来阻碍、失败、选择、关系或人物习惯的动作。没有必要逐次记录伸手、拿起、放下、转身;打斗、追逐、操作步骤若承担真实空间和因果信息,可以细写。
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+ - **心理**:保留新判断、误判、回忆、权衡与自我欺骗。准确直写能承担过渡;反复翻译刚发生的事、总结同一情绪则压缩。不能把内心活动一律改成身体反应。
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+ - **对话**:看双方各自争取什么、什么不愿说、哪次回应改变了局面。关键处展开,其余可用叙述带过,不把原文每个“他说/她说”都改成一行台词。对白、叙述和心理共同承接这场戏,不用整齐的一问一答代替场景。不要求每句答非所问,也不靠加粗话提高烈度。
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+ - **环境和物件**:观察应贴人物此时的注意力。可以建立生活质感、时间感、审美和关系;不要求每件东西都成为线索。逐件同精度陈列、通用天气和无功能装饰应压缩。
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+ - **群像反应**:人物因立场不同改变行动,值得分开;全体轮流手抖、后退、吃惊只是在重复标价。判断和分量可以由有立场的人给出,不强行给所有人台词。
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+
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+ ## 信息交付与收尾
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+
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+ 新人物、新物件或新设定出现时,让读者知道当前行动所需的身份、作用或限制。已有场内载体和简明叙述都可使用,不强迫改成手机、账单或办事卡点。必要解释可以直说;读者暂时不知道答案时,至少要知道自己正在等哪个问题。
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+
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+ 分清角色已知、读者已知与仍待揭露的信息。故意留下的悬念不补答案,必要承接不删成生词清单。事实依据与揭露时机的核查见 [story-logic.md](story-logic.md)。
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+
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+ 结尾检查最后一拍带来了什么:行动未完、关系变化、一次兑现、尚未解决的问题或情绪余韵都可以。动作、对话、心理和带立场的叙述均可收尾;清理重复复述、空泛哲理与没有具体对象的预告。短篇的主观审判、心死判词和火葬场预告按本书卖点取舍,保留并不等于放过重复。
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+ ## 同一事实怎样换用笔
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+
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+ 以下为合成示例。已定事实:余舟要送信过溪,先试石墩,第二块松动后退回;他改从上游的倒树过,把信袋挂在颈前,终于到了对岸。
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+
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+ **用笔失衡**:溪边有三棵树,两棵树皮灰白,一棵长了苔。树下散着石子,近处圆一些,远处扁一些。余舟想了几个办法,费了一番工夫,终于把信带过溪。
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+ **重心恢复**:
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+ > 余舟踏上第二块石墩,石头往下一沉,他赶紧退回岸边。
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+ >
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+ > 上游横着一棵倒树。他沿溪走过去,把信袋挂到颈前,空出手扶着树干,一点点挪到了对岸。
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+
59
+ 改的是已定尝试和调整的呈现,没有新加救援者、工具或意外。如果资料只说“费了一番工夫”,连尝试和办法都没有,就不能照本例编石墩和倒树。
60
+
61
+ **会改坏的方向**:只写“他从倒树过了溪”,会把已有的试探和改变办法压没;逐一罗列抬脚、落脚、换手,又会让无差别的动作抢走注意力。
62
+
63
+ **该保留的慢处**:老人收起亡妻的茶具,先按她原来的位置放好,再取下来包纸。多停留的这一会儿可以让读者经历习惯与失落。可以修机械句式,不能仅以“事件推进少”删掉。
@@ -22,7 +22,7 @@
22
22
  +-- 轻喜剧 → 用"吐槽式反应+认知错位"
23
23
  ```
24
24
 
25
- > **路由只示意每个题材一个可行的开头方向,不是必用套路。** 箭头是"起手候选之一",不是查表取的唯一解。每本书按主角、卖点、对标自选或自造开头切口;同一题材连续开书不复用同一套路骨架——照套就成了可检索的开头指纹(同 writing-craft.md 身体细节规则:照抄或复用,产物本身就是新模板指纹)。下方「题材开头模板」同理,是菜单不是模具。
25
+ > 路由与下方模板提供开头候选。按本书主角、卖点、对标另定切口和信息释放顺序,同题材连续开书不复用同一套路骨架。
26
26
 
27
27
  ### 开头策略选择
28
28
 
@@ -147,7 +147,7 @@
147
147
 
148
148
  ## 题材开头模板
149
149
 
150
- > 下列每个题材只给一个填空骨架,**是示意方向、不是要照填的模具**。填空即成稿会让同题材两本书开头逐句同构(同样的地点句→场景句→反常行为句→悬念句),正是"开头同质化"的来源。用它定"开头该解决什么"(快速抛冲突/身份反差/悬念),具体切口、句序、信息释放顺序按本书主角和对标一本一变;同一题材连续开书别复用同一骨架。
150
+ > 先从骨架中确定本书开头要解决的冲突、身份反差或悬念,再自行安排句序与场景。
151
151
 
152
152
  ### 都市脑洞
153
153
 
@@ -285,12 +285,12 @@
285
285
 
286
286
  | 人设类型 | 适合的金手指 | 翻车组合 |
287
287
  |----------|-------------|----------|
288
- | 开朗/搞笑型 | 自爆类(装逼爽+吐槽契合) | 搞笑型+自爆金手指=不搭 |
288
+ | 开朗/搞笑型 | 自爆类(装逼爽+吐槽契合) | 能力代价破坏已定轻松基调 |
289
289
  | 心狠手辣型 | 传统型(升级、资源获取) | 冷酷型+搞笑金手指=违和 |
290
290
 
291
291
  ---
292
292
 
293
- ## 七步法字数分配
293
+ ## 六段开篇字数分配
294
294
 
295
295
  | 段落 | 字数 | 内容 |
296
296
  |------|------|------|
@@ -64,13 +64,13 @@ Phase 3 设计矛盾与主线结构时加载。包含矛盾设计、主线支线
64
64
  按以下步骤逆推主线结构:
65
65
 
66
66
  1. 先确定一句话结局。
67
- 2. 逆推各级目标(世界首富<--本州<--本国<--省<--市<--县<--镇<--村<--家庭)。
67
+ 2. 逆推各级目标(世界首富<--本国<--省<--市<--县<--镇<--村<--家庭)。
68
68
  3. 大主线拆为中主线,中主线拆为小主线,不断细化。
69
69
  4. 小主线完成后,中主线变为新的小主线,循环推进。
70
70
 
71
71
  ### 主线 = 冲突驱动
72
72
 
73
- 主线故事 = 解决冲突。将大冲突拆分为多个小冲突形成故事线。每个阶段必须有一个无法解决的核心冲突。
73
+ 主线故事 = 解决冲突。将大冲突拆分为多个小冲突形成故事线。每个阶段须保留一个尚未解决、能推动后续行动的核心冲突。
74
74
 
75
75
  ### 支线 = 完成主线的手段
76
76
 
@@ -430,7 +430,7 @@ Phase 3 设计矛盾与主线结构时加载。包含矛盾设计、主线支线
430
430
 
431
431
  优先级:
432
432
  1. **先有趣再有用**:先确保事件有戏剧性。
433
- 2. **拆出来的情节就是戏剧性**:拆书时有爽点的事件直接用。
433
+ 2. **拆出戏剧机制**:回查爽点由什么矛盾、选择和结果产生,再换成本书人物与事件。
434
434
  3. **不够有趣时做铺垫拉期待**。
435
435
 
436
436
  ---
@@ -444,7 +444,7 @@ Phase 3 设计矛盾与主线结构时加载。包含矛盾设计、主线支线
444
444
  - [ ] 主角是否有三种动机来源中的至少两种(世界背景/金手指/人物关系)
445
445
  - [ ] 主线结构是否用高潮逆推法拆分为大/中/小主线
446
446
  - [ ] 冲突是否持续升级(言语->行动->激烈对抗->决定胜负),且有明确结果
447
- - [ ] 每个阶段是否有无法解决的核心冲突驱动读者继续看
447
+ - [ ] 每个阶段是否有尚未解决的核心冲突驱动读者继续看
448
448
  - [ ] 支线最终是否汇聚回主线
449
449
  - [ ] 暗线(如有)是否在高潮与明线交汇
450
450
  - [ ] 感情线(如有)是否按四阶段推进,试探阶段占30-50%
@@ -43,7 +43,7 @@ Phase 3 建大纲时加载。包含大纲创建法、结构分级、节点设计
43
43
 
44
44
  ### 第3步:故事线组织与信息点预埋
45
45
 
46
- 同时管理 8 条故事线,每条必须标注预埋时机:
46
+ 按下表检查 8 类故事线,实际采用的每条标注预埋时机;同一条线可兼属多类,不必另建八条:
47
47
 
48
48
  | 故事线 | 内容 | 预埋什么 |
49
49
  |--------|------|----------|
@@ -91,7 +91,7 @@ Phase 3 建大纲时加载。包含大纲创建法、结构分级、节点设计
91
91
 
92
92
  ### 约束规则(必须遵守)
93
93
 
94
- - 时空关联:逻辑关联 >= 1:3(每1个因果推进,至少3个场景推进)
94
+ - 检查相邻剧情的选择与后果如何相接,避免只靠同一时间、地点串联(如“拿到线索→决定调查”,而非仅“第二天换个地方”)
95
95
  - 后续剧情情绪值不能显著低于前序
96
96
  - 相同金手指逻辑禁止连续使用
97
97
  - 同类剧情套路间隔 >= 3个不同类型剧情
@@ -149,8 +149,8 @@ Phase 3 建大纲时加载。包含大纲创建法、结构分级、节点设计
149
149
 
150
150
  ### 细纲
151
151
 
152
- - 细纲:正文 = 1:2.5~1:3
153
- - 不展开具体情节,只关注目的和效果
152
+ - 1:2.5~1:3 可作细纲详略参考,不替代 workflow-outline.md 的必填模板
153
+ - 写清目的、效果与可执行情节点,不提前写成正文
154
154
  - 每个节点标注"详写"还是"略写"
155
155
  - 核心目的:让后续写作能快速定位要交付的目的和效果
156
156
 
@@ -57,7 +57,7 @@ Phase 3-4 节奏把控时加载。包含升级感设计、情绪模块公式、
57
57
  - 升级前:铺垫未升级时的待遇差距、资源获取难度
58
58
  - 升级后:多方面展示变化——战力、待遇、人际关系、资源获取
59
59
 
60
- **升级次数控制**:主角升级最好不超过3次,质量提升而非数量堆叠。
60
+ **升级次数控制**:一个剧情单元内重点展示的升级最好不超过3次,突出质变;全书升级随体系展开。
61
61
 
62
62
  **即时反馈与延迟反馈**:
63
63
 
@@ -214,7 +214,7 @@ Phase 3-4 节奏把控时加载。包含升级感设计、情绪模块公式、
214
214
 
215
215
  **1. 现实高潮**(社会热点):路怒症、出轨、霸凌等。不照搬,要把情绪极限化。一般放在开头或上架节点。
216
216
 
217
- **2. 作品高潮**(8类):
217
+ **2. 作品高潮**(7类):
218
218
 
219
219
  | 类别 | 典型 |
220
220
  |------|------|
@@ -19,7 +19,7 @@
19
19
  | 写西幻题材 | 西幻创作要点 |
20
20
  | 把对标书节奏搬进自己大纲、排章避免每章像短篇 | workflow-volume.md「节奏锚与对标迁移」 |
21
21
 
22
- 结构规则是**必须遵守**的框架约束(如五幕式的因果链环数、每幕功能)。遇到冲突时:因果链规则 > 结构模板 > 具体技法。
22
+ 先按题材和本书大纲选择结构模型,再保持该模型的因果衔接与各幕功能。遇到冲突时:因果衔接 > 所选结构模板 > 具体技法。
23
23
 
24
24
  ---
25
25
 
@@ -48,7 +48,7 @@
48
48
 
49
49
  - 最小冲突单元 = 一次交锋(一个动作对应一个反应)
50
50
  - 过渡章节的问题往往是信息铺垫太多、冲突太少
51
- - 剧作理论不适用两点:①人物弧——几百万字主角早该成熟,主角可当工具人 ②细节打磨——长篇读者不会深研潜台词
51
+ - 人物弧与潜台词按题材和当前阶段安排,不把每个剧情单元都写成一次完整的人格蜕变。
52
52
 
53
53
  ## 故事基本结构(主角->障碍->目标)
54
54
 
@@ -63,9 +63,9 @@
63
63
 
64
64
  从支线端和主线端同时开凿,最后对上->前后能圆回来。让支线不成"孤例"——大政策层层传导,主角遭遇只是大现象切面。
65
65
 
66
- ### 短篇到长篇的连接
66
+ ### 剧情单元之间的连接
67
67
 
68
- 长篇 = 一个个短篇连接,连接物 = 钩子。短篇结束前必须留没处理干净的东西。钩子有"定向"作用。
68
+ 剧情单元收束当前矛盾时,用尚未解决的目标、代价或线索引向下一单元。单元之间保留因果联系,不把长篇排成彼此独立的短篇。
69
69
 
70
70
  ## 三幕式与五幕式
71
71
 
@@ -80,7 +80,7 @@
80
80
 
81
81
  | 手段 | 说明 |
82
82
  |------|------|
83
- | 排序 | 打乱时间顺序建立因果关系 |
83
+ | 排序 | 调整信息出现顺序,揭示或重释既有因果关系 |
84
84
  | 铺垫 | 在事件b之前,在事件a旁边埋下因 |
85
85
  | 伏笔 | 事件a + 事件h的因,隔很多事件后才揭示 |
86
86
  | 钩子 | 在事件d旁边埋下事件e的因,制造悬念 |
@@ -196,7 +196,7 @@
196
196
 
197
197
  ## 换地图与地图架构
198
198
 
199
- ### 换地图的四种演进方式
199
+ ### 换地图的三种演进方式
200
200
 
201
201
  | 代际 | 核心 | 问题 |
202
202
  |------|------|------|
@@ -222,9 +222,8 @@
222
222
 
223
223
  ### 换地图关键认知
224
224
 
225
- - 大地图转换可能掉三分之一追订
226
- - 损失的读者永远回不来
227
- - 如果后续写得好追订可涨回来
225
+ - 大地图转换可能使追订下降
226
+ - 旧关系和期待被清空会造成流失;后续可用新内容吸引读者,但不能把回升当作必然。
228
227
 
229
228
  ## 多线写长技法
230
229
 
@@ -234,7 +233,7 @@
234
233
 
235
234
  ### 多线缓解疲劳
236
235
 
237
- 长剧情中间插入半章配角视角的无关事件->短暂放松。切换要自然:主线中埋支线伏笔->适当展开->回到主线。
236
+ 长剧情中间可切入配角视角的支线事件,调整压力与观察角度。切换要自然:主线中埋支线伏笔->适当展开->回到主线。
238
237
 
239
238
  ## 西幻创作要点
240
239
 
@@ -268,6 +267,6 @@
268
267
  - [ ] **刻度尺一致**:顶层实力标杆已设,boss难度在合理区间
269
268
  - [ ] **多线挖填平衡**:挖的坑有计划填,填完有新坑接上
270
269
  - [ ] **装逼暗线匹配**:明线战力 > 暗线社会认知时触发装逼,装逼后暗线拉平
271
- - [ ] **章节定位分布**:本卷有高压 / 推进 / 呼吸的层次,不是全程同一力度?低压 + 过场克制(合计不超约 15%)?
270
+ - [ ] **章节定位分布**:本卷有高压 / 推进 / 呼吸的层次?低压 + 过场合计约 15% 只作均衡基线,已按 workflow-volume.md「章节定位与张弛」的题材分档调整?
272
271
  - [ ] **期待不断**:低压 / 过场章仍给了往下看的理由(不是裸奔无钩子)?相邻章没有情绪趋同?
273
272
  - [ ] **对标坐标**(有对标书时):1/4·中点·3/4 各锚定一个关键情节,且是换素材而非照搬桥段?
@@ -24,16 +24,16 @@
24
24
 
25
25
  ## 小纲四步法
26
26
 
27
- 细纲与正文比例控制在 **1:2.5 ~ 1:3**。
27
+ **1:2.5 ~ 1:3** 是细纲详略参考,实际仍须满足 workflow-outline.md 的必填模板。
28
28
 
29
29
  按以下四步操作:
30
30
 
31
31
  1. **分段判断** — 把大纲按剧情节点分段
32
- 2. **标注目的和效果** — 每段标注,不展开情节
32
+ 2. **标注目的和效果** — 每段写清要发生什么、带来什么变化
33
33
  3. **标注详写/略写** — 明确哪些段展开、哪些段带过
34
34
  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
35
35
 
36
- 记住:细纲只关注目的和效果,不展开情节。
36
+ 细纲写清目的、效果与可执行情节点,不提前扩写成正文。
37
37
 
38
38
  ---
39
39
 
@@ -271,7 +271,7 @@
271
271
  ### 核心冲突的节奏保护规则
272
272
 
273
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
274
+ 2. 章末围绕最后一个具体落点保留悬念、决定、发现、余韵或阶段目标;低压章节不强求硬悬念
275
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
276
 
277
277
  ### 事件后的冷却章节数
@@ -500,7 +500,7 @@
500
500
 
501
501
  ### 节奏与期待
502
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
503
+ - [ ] 章末是否保留悬念、决定、发现、余韵或阶段目标
504
504
  - [ ] 信息密度是否有高低交替(不能一直高或一直低)
505
505
  - [ ] 冷却期规则是否遵守
506
506
 
@@ -93,7 +93,7 @@
93
93
 
94
94
  ### 负面情绪的正确用法
95
95
 
96
- - 负面情绪只是让鸡下蛋的一种手段,不是唯一方法。
96
+ - 负面情绪是制造期待与释放爽感的一种手段。
97
97
  - 关键是理解题材的情绪链条朝什么方向走。
98
98
  - 《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。
99
99
 
@@ -157,7 +157,7 @@
157
157
  - 三级戏剧单元 = "迟来的追悔"。
158
158
  - 四级情绪模块 = 读者想看的两件事:"渣男后悔 + 主角不回头"。
159
159
 
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)。
160
+ 换壳示范:抓住二级走向"施害方追悔 -> 受害方不在乎",换素材后还需重建本书的动机与因果,例如——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)。
161
161
 
162
162
  ### 情绪模块与戏剧单元的关系
163
163
 
@@ -248,8 +248,8 @@
248
248
 
249
249
  ### 组合与提炼
250
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。
251
+ - 先提取:从成功作品中拆出基本叙事模式。
252
+ - 再组合:加入本书的题材元素、人物目标与限制。
253
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
254
  - 重构使用:保留素材名称,替换故事走向。
255
255
  - 微调使用:保留故事走向,增加新的情绪模块。
@@ -257,7 +257,7 @@
257
257
 
258
258
  ### 常见误区
259
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。
260
+ 1. **故事雷同**:只换名字、不改具体事件与因果,读者眼里和抄袭无区别。
261
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
262
  3. **创新失控**:脱离情绪模块的"创新"容易变成毒点。
263
263
  4. **扼杀核心创意**:"读者爱看"和"自己爱写"别变成二选一。
@@ -315,9 +315,9 @@
315
315
 
316
316
  ## 驱动读者欲望的四步公式
317
317
 
318
- **核心公式**:生产诉求 -> 给予希望 -> 努力解决 -> 得偿所愿
318
+ **核心公式**:产生诉求 -> 给予希望 -> 努力解决 -> 得偿所愿
319
319
 
320
- ### 第一步:生产诉求
320
+ ### 第一步:产生诉求
321
321
 
322
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
323
  - 读者看到诬告、不公、恃强凌弱,天生生出"不该如此"的念头。
@@ -349,6 +349,6 @@
349
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
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
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?
352
+ - [ ] **读者欲望**:是否走完"产生诉求 -> 给予希望 -> 努力解决 -> 得偿所愿"四步?
353
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
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?
@@ -1,6 +1,6 @@
1
1
  # 剧情框架 — 操作手册
2
2
 
3
- > 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。
3
+ > 按当前题材和结构问题选择框架,再执行相应步骤。
4
4
 
5
5
  ---
6
6
 
@@ -209,8 +209,7 @@
209
209
 
210
210
  ### 人物驱动结构
211
211
 
212
- - 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
213
- - 如果先合成新人物再找合适剧情结构,容易崩塌
212
+ - 根据人物的目标、性格和处境选择结构;已有框架时,也要检查它是否迫使角色违背既定动机。
214
213
 
215
214
  ### 感情线与事业线的结构设计
216
215
 
@@ -385,7 +384,7 @@
385
384
 
386
385
  ### 底牌管理
387
386
 
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。
387
+ 手里始终保留2-3个未揭示的底牌,每次只出1个,同时获得新技能。
389
388
 
390
389
  ### 伏笔展开原则
391
390
 
@@ -401,7 +400,7 @@ B打败A -> C打败B -> 主角打败C -> 引出大BOSS。升级文替换:"台
401
400
 
402
401
  ### 长篇的桥段拆分结构
403
402
 
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。
403
+ 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。按40-50个单元、每单元4-5个桥段计算,约160-250个桥段。
405
404
 
406
405
  ### 单桥段四章结构
407
406
 
@@ -444,7 +443,7 @@ B打败A -> C打败B -> 主角打败C -> 引出大BOSS。升级文替换:"台
444
443
  |------|------|
445
444
  | 筛选 | 筛掉与主线无关的事件 |
446
445
  | 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) |
446
+ | 因果逻辑 | 用选择、行动与后果连接事件 |
448
447
  | 主题/联想逻辑 | 按主题关联组织 |
449
448
 
450
449
  ### 开篇技巧为什么有效
@@ -2,7 +2,7 @@
2
2
 
3
3
  > 金手指设计、同人vs原创、都市高武模板、题材边界、扫榜方法、脑洞文框架、对标书选择、爱情线、身份行为论、阵营剧情、改编三步法。
4
4
  >
5
- > 本手册是指令格式:读到哪里就照做。按决策路由表定位你需要的章节,执行对应操作。
5
+ > 按决策路由选择当前所需模块,再执行对应步骤。
6
6
 
7
7
  ---
8
8
 
@@ -434,12 +434,14 @@
434
434
  2. **对照法**:将原型作品拆成细纲,纵向罗列桥段放左边 -> 右边放自己的书的情况 -> 逐桥段改编
435
435
  3. **调整优化**:改编后的故事已和原型不同 -> 按节奏、情绪、悬念、人物动机逐项验收
436
436
 
437
- **改到不一样就是原创**。两本书基础不一样:世界观不同、人物关系不同、金手指境况全不同,想照抄也做不到。
437
+ 改编后须重新检验本书的动机、因果与兑现,不能只换世界观名称、角色名或金手指外壳。
438
438
 
439
439
  ---
440
440
 
441
441
  ## 三万字卡点倒推法与中后期写法
442
442
 
443
+ 三万字是上架方案的示例尺度;按目标平台与项目已定的卡点位置倒推。
444
+
443
445
  ### 三万字卡点倒推
444
446
 
445
447
  **操作**:按此顺序倒推。
@@ -451,10 +453,10 @@
451
453
 
452
454
  ### 中后期写法两大原则
453
455
 
454
- **原则一**:啥也没干 -> 一年推进一次主线
455
- - 女主能不改观就不改观,能找个由头圆回去就圆回去
456
+ **原则一**:日常单元持续兑现,长线谜团分阶段推进
457
+ - 保留核心互动模式,用新的处境和选择制造变化,不反复撤销已发生的关系进展
456
458
  - 主线偶尔推进一次 -> 像柯南 -> 日常破案+偶尔推进暗线
457
- - 咬死硬撑撑满80万字再破坏基本元素 -> 基本就大火了
459
+ - 延长篇幅时维持核心卖点,同时给阶段目标真实进展,不以字数保证成绩
458
460
 
459
461
  **原则二**:着眼于一天后的事
460
462
  - 剧情围绕眼前事件展开 -> 岳父即将回来、老太君大寿
@@ -77,7 +77,7 @@
77
77
  | 追踪/伏笔.md | 全书当前视图 | 与 state 同时初始化 | 续写状态卡缺项时按 ID 定点查询;每 ID 只一行 |
78
78
  | 追踪/时间线/{作者真相.md,读者已知.md} | 全书当前事实/认知派生视图 | 与 state 同时初始化 | 按作者真相或读者认知的实际问题选择视图 |
79
79
  | 对标/{书名}/拆文报告.md | 对标书 | 用户手动+analyze | Phase 2 核心设定、Phase 3 大纲、Phase 4 写作 |
80
- | 追踪/逐章记录/第NNN章.md | 章 | Phase 4 每章事务 | 日更不读;目标 ≤1536 字节、硬上限 3072 字节,按需查询历史原因 |
80
+ | 追踪/逐章记录/第NNN章.md | 章 | Phase 4 每章事务 | 日更默认不整读,查历史原因时定点读取;目标 ≤1536 字节、硬上限 3072 字节,按需查询历史原因 |
81
81
  | 追踪/上下文.md(续写状态卡,≤12KB) | 全书当前状态 | 与 state 同时初始化 | 日更每章整份读;由事务工具整份重建,固定 7 栏 |
82
82
  | 参考资料/{topic}.md | 按需 | Phase 4(story-researcher 输出) | Phase 4 后续章节写作时复用 |
83
83
  | 追踪/角色状态/{角色名}.md | 核心角色 | 首次进入正文或导入初始化 | 久别角色按名读取一个小快照;目标 ≤4096 字节、硬上限 8192 字节;静态人设仍读 `设定/角色/` |
@@ -90,8 +90,8 @@
90
90
  **缺失文件处理**:先按进度、报告总章数与逐章覆盖识别资料代际;当前契约缺项时显式修复,不拼装降级结果:
91
91
  1. **角色状态文件缺失** → 当前协议项目先运行 `tracking_commit.py check`,再重跑产生该状态的完整事务;已有正文但 `_tracking-state.json` 缺失时重新 `/story-import`。不得从前文临时推断后直接手写快照。
92
92
  2. **角色、普通剧情单元或设定等非主产物子目录缺失** → 按「对标书路径查找」查找项目视图与根目录数据源,仍缺失则跳过该可选模块。本条不适用于 `剧情/情绪模块.md` 和 `剧情/节奏.md`。
93
- 3. **当前契约的 `剧情/情绪模块.md` / `剧情/节奏.md` 缺失** → 写前准备必须停下,设置 `missing_primary_contract: true` 并给出 `repair_action`:重跑 `/story-long-analyze` Stage 3+ 或重新 `/story-import`,不得用摘要文件假装已召回权威模块。
94
- 4. **有对标书但 `文风.md` 缺失** → 若有 `设定/文风.md`(含实质内容)走自定义文风模式继续;否则日更文风召回 fail-fast,提示先运行 `/story-long-analyze` Stage 6 并 `/story-import` 同步。**完全无对标项目**则跳过文风召回、不阻塞(有 `设定/文风.md` 时用它写作)。情绪/节奏轴(`missing_primary_contract`)独立,自定义文风模式不豁免其 fail-fast。
93
+ 3. **全量召回时 `剧情/情绪模块.md` / `剧情/节奏.md` 缺失** → 写前准备必须停下,设置 `missing_primary_contract: true` 并给出 `repair_action`:重跑 `/story-long-analyze` Stage 3+ 或重新 `/story-import`,不得用摘要文件假装已召回权威模块。成熟项目短路径按 benchmark-recall.md 的条件判定。
94
+ 4. **有对标书但 `文风.md` 缺失** → 若有 `设定/文风.md`(含实质内容)走自定义文风模式继续;否则日更文风召回 fail-fast,提示先运行 `/story-long-analyze` Stage 6 并 `/story-import` 同步。**完全无对标项目**则跳过文风召回、不阻塞(有 `设定/文风.md` 时用它写作)。全量召回的情绪/节奏轴(`missing_primary_contract`)独立,自定义文风模式本身不豁免其 fail-fast。
95
95
  5. **伏笔/时间线文件缺失** → 视为当前状态损坏,停止写正文;先运行 `tracking_commit.py check`,再用事务修复。卷纲/大纲中的计划不能代替已发生的事实。
96
96
  6. **`设定/题材正文提示卡.md` 缺失** → 不阻塞;写前从 `设定/题材定位.md` 精确匹配 `references/genre-prose-cards.md` 索引,并只读取 `references/genre-prose-cards/` 中对应题材单卡(高/中/低置信照原卡标注),无命中再用 `references/style-genre-modules.md` 通用流派模块即时生成短 `genre_prose_card`。只有 `设定/题材定位.md` 也缺失时,退回细纲和目标平台做低置信题材卡,并在意图确认写明。
97
97
 
@@ -111,4 +111,4 @@
111
111
  - **正文按章拆分**:每章一个文件,`第XXX章_章名.md`
112
112
  - 每章写完直接写入 `正文/` 目录,不要先输出到对话
113
113
 
114
- 对标/ 下的文件由 `/story-long-analyze` 与 `/story-import` 产出;手写的对标摘要不能代替 `剧情/情绪模块.md`、`剧情/节奏.md` 两份主产物(缺了写前召回会停下)。
114
+ `/story-long-analyze` 产出在 `拆文库/`,首次引用或 `/story-import` 再同步到项目 `对标/`。
@@ -1,6 +1,6 @@
1
1
  # 读者契约与终局储备
2
2
 
3
- 本文件是 `story-long-write` 关于读者契约、主角代理权(叙事能动性/主导性)、利益安全与阶段推进的权威参考文件。洞察来自授权社区的避坑样本,是经验共识,不替代具体题材、平台和对标书判断。
3
+ 本文件是 `story-long-write` 关于读者契约、主角代理权(叙事能动性/主导性)、利益安全与阶段推进的权威参考文件。判断须结合本书题材、平台和对标样本。
4
4
 
5
5
  **安全边界**:本文件不得包含来源站点隐私数据、访问凭证、cookies、tokens、请求签名、私有标识符,或任何能反推出私域账号/请求环境的信息。
6
6
 
@@ -1,8 +1,6 @@
1
1
  # 长篇参考资料索引
2
2
 
3
- ## 参考资料索引
4
-
5
- 按场景加载 workflow,以下技法按需补充。
3
+ 按场景读 workflow,查下表;写正文遵守 SKILL.md 的本章技法范围,不批量加读。
6
4
 
7
5
  ### Phase 1:选题方向
8
6
 
@@ -64,7 +62,7 @@
64
62
  | 质量检查 | `references/long-chapter-quality.md` + `references/reader-contract-and-progression.md` |
65
63
  | 禁用词扫描 | `references/banned-words.md` |
66
64
  | AI句式脚本复扫 | `scripts/check-ai-patterns.js` |
67
- | 去AI味 | `references/anti-ai-writing.md` |
65
+ | 去AI味 | `references/deslop-gates.md`(三层方法路由) |
68
66
 
69
67
  ### 按主题快速定位(横切主题)
70
68
 
@@ -81,6 +79,6 @@
81
79
  | 反转 | **`references/long-reversal.md`**(单元/卷级/全书反转、铺垫、有效性自检) | `references/plot-core-methods.md`(假胜:先给希望再击碎) |
82
80
  | 人物 | **`references/character-basics.md`**(主角/配角/反派/动机模板速填) | `references/character-design-methods.md`(三层标签反差/九维深化)· `references/character-relations.md`(关系类型/感情线) |
83
81
  | 女频写作 | **`references/female-audience-writing.md`**(女频长篇:核心原则/文案/题材/感情线长线/平台) | `references/genre-readers.md`(读者心理/平台差异)· `references/character-relations.md`(感情线总框架) |
84
- | 去AI味 | **`references/anti-ai-writing.md`**(AI指纹/核心规则/Show Don't Tell) | `references/banned-words.md`(禁用词扫描)· `references/long-chapter-quality.md`(成稿检查) |
82
+ | 去AI味 | **`references/deslop-gates.md`**(范围与方法) | `references/banned-words.md`(表达信号)· `references/long-chapter-quality.md`(成稿检查) |
85
83
 
86
84
  ---
@@ -4,6 +4,6 @@ workflow-chapter 或 workflow-daily 发现缺文件、追踪对不上时读。
4
4
 
5
5
  - **追踪检查不过**:按 `tracking_commit.py check` 的提示修。
6
6
  - **已有正文却缺 `_tracking-state.json`**:停止写作,请作者走 `/story-import`「旧追踪项目迁移」。(新书还没有正文时不算缺,按 workflow-chapter 开头初始化。)
7
- - **派生视图与 state 不一致**:按 [tracking-transaction.md](tracking-transaction.md) 为该章提交 `mode=revision` 事务整份重建,不手改、不继续下一章。
7
+ - **派生视图与 state 不一致**:按 [tracking-transaction.md](tracking-transaction.md) 为当前需修复的已提交章提交 `mode=revision` 事务,重建派生视图,不手改、不继续下一章。
8
8
  - **登记了对标却缺情绪模块/节奏**:请作者用 `/story-long-analyze` 补拆。作者定了不对标不算缺。
9
9
  - **要找某类文件放哪**:读 [project-files.md](project-files.md) 照做。
@@ -0,0 +1,65 @@
1
+ # 故事成立与变化:诊断因果,按授权修复
2
+
3
+ 本文件检查事件、行为、信息和结果的关系。句段表达见 [expression.md](expression.md),既有内容的详略见 [narrative-focus.md](narrative-focus.md)。执行范围由调用方确定,审稿只报告。
4
+
5
+ ## 沿事件检查,不套冲突公式
6
+
7
+ 先从原文和已有设计确认人物处境、所知信息、本场作用及结果,再追问结果怎样发生。人物可以被动、冲动、犯错、忍让;日常、沉淀和氛围场景也有价值。不要求每场戏都有对手、反转、代价或胜负。
8
+
9
+ | 检查对象 | 可执行的问题 | 需要定位的缺口 |
10
+ |---|---|---|
11
+ | 行为依据 | 他根据当时所知,为什么会选这一步?害怕、习惯、误判有无文本支持? | 只因作者需要就突然信任、反抗、原谅;人物为结果临时变性格 |
12
+ | 因果承接 | 后件由前件的哪个条件触发?中间条件已经写过,还是根本不存在? | “然后”连接一串事件,解释句宣称成功却没有成立过程 |
13
+ | 他人立场 | 对方想保住什么,有什么限制?他为什么接受或改变策略? | 所有人只负责帮忙、送线索、惊讶或认错,没有自己的理由 |
14
+ | 办法与结果 | 解法、失误、收益是否有前文支撑?结果的分量与准备是否相称? | 临时出现的证据或能力解决问题;一句请求就越过已建立的阻力 |
15
+ | 变化与承接 | 经历之后,关系、认知、资源、期待、情绪或行动空间有什么变化?后文是否接住? | 连续场景重置到原状,同一种办法反复奏效,已发生的事没有影响 |
16
+ | 信息与时序 | 谁在何时知道什么,从何得知?读者何时获知? | 人物提前知道答案、把回忆当现场、剧透尚未揭露的因果 |
17
+
18
+ 逐项有问题才记录,正常项可以略过,不为填满检查表回头加戏。判断“过平”要指出原文中的重复或缺失:例如连续求助被拒却从未调整办法,或已经设计的关系变化没有影响后来行为。一次没有冲突的照料不能据此判平。
19
+
20
+ ## 缺的是写法,还是成立条件
21
+
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+ 遇到转变突兀,先检索本次提供的前文、设定与大纲。结论分三种:
23
+
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+ - **依据已有,正文没接上**:按既定信息边界恢复承接,避免重复解释。若已定承诺只在前文出现,可以让角色在当前交涉中使用它。
25
+ - **资料不足,暂时不能判断**:明确哪一项未知,继续有依据的改稿;不能因为没给全书就判全书无铺垫,也不能替作者补出前情。
26
+ - **当前设计确实缺条件**:说明原文的哪次选择或结果缺少什么支持,给最小设计方案及影响。增加“他终于被打动”这类解释不能补足对方立场。
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+
28
+ 区分信息缺口与悬念:门外留下湿脚印,尚不知道谁来过,构成一个明确的问题;不应替作者猜出答案。读者连人物为何守着这扇门、当下要做什么都无从理解时,才回查并补已有的必要背景。
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+
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+ ## 诊断深度与执行权限分别确定
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+
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+ | 可以在普通去味中落改 | 需要剧情设计授权的改动 |
33
+ |---|---|
34
+ | 修正可核实的指代、主体、时序笔误 | 多种解释均成立,需要替作者选定真实动机 |
35
+ | 恢复已有因果、条件和信息来源的承接 | 新增承诺、证据、人物身份、能力、事件或信息来源 |
36
+ | 展开已定交锋、权衡和反馈,调整同场详略 | 改变人物决定、胜负、关系走向、代价或事件顺序 |
37
+ | 在既定揭露边界内呈现已知信息 | 提前揭底、搬动伏笔,或改变读者与人物获知顺序 |
38
+
39
+ 对白措辞和必要微连接可以为既定内容服务;不能借“一次性动作”新增威胁、承诺、拿到证据或改变人物策略。改换视角时只叙述该视角有依据的感知与认知,不能添加“进门时发现”“后来听说”等新经历来保留信息。
40
+
41
+ 作者已明确要求重写或允许调整剧情时,直接执行被授权部分,保留其余已定事实;不用再次请求同一授权。仍缺少关键选择依据时,提出可审阅的最小选项。修法要写到哪次行为、什么条件或什么结果上,说明会牵动哪些后文,不只说“加强冲突”。建议与推测放在报告,不悄悄成为正文事实。
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+
43
+ ## 成组示例:结果需要可成立的过程
44
+
45
+ 以下为合成示例。
46
+
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+ **原文**:掌柜指认学徒改了账。学徒拿出一张抄本,众人立刻相信他,掌柜当众认错。
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+
49
+ **可定位的诊断**:抄本由谁保存、为何可信、众人凭什么有能力和立场核对,都未交代。仅仅有人拿出纸,不能证明其上内容成立;也不能靠增加旁人惊讶来补足。
50
+
51
+ **普通去味**:清理空泛修饰,保留已定的澄清结果;查前文有无验账惯例、独立底稿或见证条件。当前资料没有时,把未修的缺口列入报告,提出最小方案及需要新增的条件,不把方案当作发生过的事。
52
+
53
+ **已有前情且作者授权演出**:此前三位伙计各自封存过底稿,掌柜允许众人当面核账。
54
+
55
+ > 学徒把自己的底稿放在柜上,请另两人拆开封存的那两页。三份末行都是同一个数,和掌柜手中的新账对不上。
56
+ >
57
+ > 掌柜拿着那几页纸,承认这一笔不是学徒改的。
58
+
59
+ 证据的分量来自已有的独立保存与核对条件,没有临时增加秘密证人。若前情已经写足,只需呈现核对;无需再制造一次失败来“增加波折”。
60
+
61
+ **会改坏的方向**:突然增加录音、权势亲戚或暗中交易,让结果更热闹却改掉故事依据;或未经授权把澄清改为失败,以“增加代价”替作者决定后果。
62
+
63
+ ## 修后回读
64
+
65
+ 把本次修改前后放回事件链,核对人物知情顺序、选择依据、结果及下一场承接。报告区分已修的缺口、仍需设计的部分和因资料不足未作结论的部分。表达顺了不代表故事缺口已经消失。
@@ -40,7 +40,7 @@
40
40
  - 该受伤扭转战局就写扭转
41
41
  - 金手指对剧情的效果必须展示得清清楚楚
42
42
 
43
- 为了情绪的顺畅,甚至可以在一定程度上牺牲合理性、牺牲行文。
43
+ 为突出兑现,可压缩解释、弱化非关键细节;既有能力边界与因果仍须成立。
44
44
 
45
45
  ### 关键原则
46
46
  - 前期拉了期待,爽点释放必须匹配期待高度,否则反作用
@@ -159,7 +159,7 @@
159
159
  - 主角用什么老技能和新技能达成对比?
160
160
  - 对方用什么技能给读者"主角可能要输"的错觉?
161
161
  - 过程中是否需要震惊旁观者?
162
- 5. **反转设计**:长篇打斗不能势均力敌,必须有反转
162
+ 5. **反转设计**:需要胜负拉扯时安排有铺垫的反转;预定碾压则把能力效果与战局变化写透
163
163
 
164
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  ### 不同力量体系的打斗特征
165
165
 
@@ -171,7 +171,7 @@
171
171
 
172
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  ### 战斗描写实操技巧
173
173
 
174
- - 修饰词每个动作应有信息量——读者脑中能浮现画面就合格
174
+ - 每个动作及其修饰都应提供信息——读者脑中能浮现画面就合格
175
175
  - 重复使用的招式一句带过,只写效果,再用旁人震惊渲染
176
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  - 大招首次出场可以详细描写,后续使用精简为"结果概括+旁观反应"
177
177
  - 白描写法要用在关键处迸发强烈情感,战斗全用白描反而不易写好