@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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@@ -1,14 +1,10 @@
1
1
  # 读者心理与题材适配
2
2
 
3
- > **用途**:读者心理需求、题材生命力规律、跨网站适配、平台差异、书名/简介技法、代入感管理。选题和定位时对照使用。
4
- > **语气**:指令式——每个规律都要转化为选题、定位、书名、文案或开篇的可执行约束。
5
- > **配合**:长篇结构与声线见 `long-genre-catalog.md`、`long-genre-mechanics.md` 与 `genre-prose-cards.md`;短篇结构见 `short-genre-formulas.md`。
3
+ > **配合**:长篇结构、核心梗与声线见 `long-genre-catalog.md`、`long-genre-mechanics.md`、`genre-prose-cards.md`;短篇结构见 `short-genre-formulas.md`。
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  ---
8
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- ## 决策路由:按决策类型选章节
10
-
11
- > 做选题和定位决策时,先确认你在做什么决定,然后翻到对应章节。
7
+ ## 决策路由
12
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  | 你要做的决定 | 先看哪个章节 | 核心问题 |
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  |-------------|-------------|---------|
@@ -26,14 +22,15 @@
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27
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  ### 从爆款反推读者心理
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- - 从爆款提炼核心剧情元素→框定读者画像→推测心理需求→双管验证
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- - 爆款情绪一以贯之(斗破="莫欺少年穷"从头到尾);非爆款散乱多头并行
31
- - 小情绪(升级/复仇/寻宝)应统一到主情绪之下
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- - 验证法:提炼出的情绪需求对照目标读者真实生活状态
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+ - 从爆款提炼核心剧情元素,框定候选读者画像并推测心理需求,再对照剧情与读者反馈验证。
26
+ - 检查主情绪是否贯穿全书,如斗破的"莫欺少年穷";升级、复仇、寻宝等小情绪应服务于主情绪,避免各自展开却互不支撑。
27
+ - 验证时把推测的需求与目标读者的评论、生活状态对照,不把剧情反推的画像直接当作事实。
33
28
  - 特别关注"别人觉得剧毒但核心读者痴迷"的元素
34
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  ### 题材→读者画像→深层需求
36
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+ 下表是从题材机制反推的候选画像,须用目标样本和读者反馈验证。
33
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  | 题材 | 读者画像 | 三层心理需求 |
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  |------|----------|-------------|
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  | 末日重生 | 对阶级跃升绝望的人 | 颠倒秩序(权力渴望)+不安全感(生存焦虑)+捡漏(最小努力最大回报) |
@@ -42,23 +39,18 @@
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  ### 深层需求挖掘法
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- - 潜入读者集体潜意识→爱什么恨什么渴望什么逃避什么
46
- - 不同题材读者画像不同→必须先定位读者再设计情绪
47
- - 写作前先问:目标读者现实生活中最缺什么?最想要什么?
48
- - 情绪需求深度决定作品天花板——越触及深层需求共鸣越强
42
+ 先定位读者,问清他们爱什么、恨什么、渴望什么、逃避什么,再检查核心情绪能否回应他们现实中最缺、最想要的东西。
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  ### 情绪根源
51
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52
- 情绪来自"不公平"和"为什么"。区别对待→读者理所当然觉得不公平→这就是情绪根源。
46
+ "不公平"是常见情绪来源:让读者看见区别对待的具体行为,并追问主角为什么承受这些后果。
53
47
  都市情绪例:事业小有成就→爸要创业→妈要给弟弟买婚房→不公平感自然产生。
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  ---
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  ## 题材生命力规律
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59
- - 题材生命力按“样本验证”判断,不把历史经验当作当前事实。
60
- - 先用当前 scan/analyze 或用户指定样本确认目标平台仍有读者反馈。
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- - 判断题材所处阶段:新鲜期 / 成熟期 / 审美疲劳期。
53
+ - 用当前 scan/analyze 或用户指定样本的读者反馈判断题材阶段:新鲜期 / 成熟期 / 审美疲劳期,不把历史热度当作当前事实。
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  - 新鲜期优先提炼创意方向;成熟期优先稳定交付边界期待;疲劳期必须给出新切入点。
63
55
  - 跟风只能复用结构功能位,不能复刻剧情内容。
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  - 无法确认阶段时,按成熟期处理:保守满足边界期待,微创新不超过 3 个。
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  ## 跨网站题材适配
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- 同一个题材在不同网站写法完全不同,由目标读者群体决定。不能用A网站的样本直接套到B网站;必须用目标平台样本校准读者期待、节奏和雷点。
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+ 跨平台写作须用目标平台当前样本校准读者期待、节奏和雷点。下列差异作为定位假设。
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  ### 平台核心差异
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82
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  | 平台 | 核心驱动力 | 不适配题材 |
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  |------|-----------|-----------|
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- | 刺猬猫 | 整活与人设,动漫同人/二游基础 | 全民流、高武流基本行不通 |
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+ | 刺猬猫 | 整活与人设,动漫同人/二游基础 | 全民流、高武流需先验证圈层接受度 |
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  | 起点(非轻小说) | 正常剧情推进的节奏与代入感 | 纯整活难以长期维持 |
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78
  | 起点轻小说 | 整活+人设+节奏并重 | 需持续整活能力 |
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  | 番茄 | 强情绪、噱头、爽感直给 | 需慢热铺垫的题材 |
@@ -93,11 +85,9 @@
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  | 起点 | 筛选成本高,读者更耐心,慢节奏也能接受 |
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  | 新媒体(30岁+) | 偏爱接近真实的故事,被打击的生活才是常态 |
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96
- **关键**:同一套写法不同平台效果截然不同,必须针对平台调整。
97
-
98
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  ### 刺猬猫要点
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100
- 同人优先验证目标圈层样本 | 脑洞要加成在次元文化里 | 逻辑以圈层接受度为准 | 少写打斗多写日常 | 对"梗"要求很高,需用最新榜单/评论校准
90
+ 同人先验证目标圈层样本,脑洞要与次元文化结合,逻辑接受度也由圈层样本校准。以整活和人设为卖点时,多用日常互动发挥角色魅力,少用连续打斗挤占篇幅;梗的选用对照最新榜单和评论。
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102
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  ### 番茄书测改名策略
103
93
 
@@ -116,24 +106,26 @@
116
106
 
117
107
  ### 玄幻三大核心
118
108
 
119
- - **代入感**:玄幻王朝比赛博朋克代入感强百倍;肉身成圣拳拳到肉比斗法对波好代入
120
- - **期待感**:期待感不崩贯穿全文,读者流失很慢
121
- - **认同感**:读者代入主角对主角认同=死忠粉极难流失。"小德可缺大义不能失"
109
+ - **代入感**:面向熟悉玄幻的读者,王朝身份关系通常比赛博朋克设定更易理解;肉身成圣的拳拳到肉,比斗法对波更便于用痛感和力量差距写代入。
110
+ - **期待感**:让眼前目标与后续升级相接,持续兑现并更新期待。
111
+ - **认同感**:通过主角的选择建立认同,尤其要守住大义上的一致性。"小德可缺大义不能失"
122
112
 
123
113
  ### 都市文暧昧四要素
124
114
 
125
- 1. **女人**:没有女人的都市文不是都市文(男频)
126
- 2. **轻松**:读者图轻松愉悦不写苦大仇深
115
+ 四要素用于男频都市文的暧昧支线。
116
+
117
+ 1. **女人**:让女性角色参与主角生活,与主角形成暧昧关系和互动。
118
+ 2. **轻松**:暧昧互动以轻松愉悦为主,避免全靠苦大仇深维持关系。
127
119
  3. **互动**:角色间互动+读者与主角的"秘密"互动
128
120
  4. **私密**:隐藏主角能力,读者和主角之间的小秘密
129
121
 
130
122
  ### 金手指设定原则
131
123
 
132
- 必须与主角生活/职业息息相关。医生配医术秘籍=合理;医生配隐身=牵强。金手指跟主线有关,技能能升级,一个技能衍生不同效果,不要频繁开新金手指。
124
+ 金手指须关联主角生活、职业与主线。医生配医术秘籍=合理;医生配隐身=牵强。让同一技能升级、衍生不同效果,不频繁另开金手指。
133
125
 
134
126
  ### 历史文红线
135
127
 
136
- - 核心立场:"基于民族主义的圣主平等",前后立场摇摆=严重割裂
128
+ - 采用仁义换忠诚的历史爽文路线时,写主角悲天悯人、施惠于人,受惠者因此效忠或受感化;人物立场前后一致。
137
129
  - 历史网文≠历史,以读者为第一要素不是以真实为第一要素
138
130
  - 历史人物评判跟随当代权威共识,尤其是教员的评判,不要逾越
139
131
  - 爽感阈值管理:前期家族/势力升级过快→后续难以为继
@@ -144,15 +136,15 @@
144
136
 
145
137
  ### 代入感
146
138
 
147
- 代入感高度重叠于爽感。代入感低时主角做什么读者都不觉得爽。越代入越爽越爽越想看。
139
+ 代入感会放大爽感:读者认同主角的目标与处境,才更容易因主角的突破、获利或被认可而满足。
148
140
 
149
141
  ### 塑料感来源
150
142
 
151
- 仙侠不仙、武侠不侠、画风撕裂(仙侠世界搞科研)。去塑料感:让世界像真实存在的世界不是纸糊的。
143
+ 塑料感常来自仙侠不仙、武侠不侠,或新元素与原有世界脱节,如仙侠世界搞科研却不交代知识和制度如何衔接。补足世界内部的因果,让人物的生活与选择受其规则影响。
152
144
 
153
145
  ### 同人为什么开头高追读
154
146
 
155
- 世界观够硬,初始代入感够高。例外:搞笑文/梗文核心偏有趣,爽感居次,需旁观者视角,不需要强代入感。
147
+ 熟悉原作的读者已有世界观和人物认知,开篇较容易建立代入感。搞笑文/梗文则可侧重旁观者看热闹的趣味,爽感居次,不必强求读者与主角高度同一。
156
148
 
157
149
  ### 有效扫榜
158
150
 
@@ -160,7 +152,7 @@
160
152
 
161
153
  ### 商业化认知
162
154
 
163
- 私人表达占比规则:非核心情绪的个人表达不超过全篇5%,且不得打断叙事节奏。商业化不是故意恶心读者。商业化原则:所有私人表达必须服务于核心卖点,不得独立于主线剧情存在。
155
+ 私人表达须服务于核心卖点和主线剧情。非核心情绪的个人表达不超过全篇5%,且不得打断叙事节奏。
164
156
 
165
157
  ---
166
158
 
@@ -168,6 +160,8 @@
168
160
 
169
161
  ### 身份法(覆盖约1/3书名)
170
162
 
163
+ 按目标榜单核对这类书名的占比,再选以下公式。
164
+
171
165
  | 类别 | 公式 | 示例 |
172
166
  |------|------|------|
173
167
  | 高逼格身份 | [仙帝/魔神/财阀]爹妈+[反差行为/目标] | "武神爹,财阀妈,我当躺赢狗怎么了?" |
@@ -187,7 +181,7 @@
187
181
 
188
182
  | 平台 | 风格 | 关键原则 |
189
183
  |------|------|----------|
190
- | 番茄 | 噱头优先吸量第一 | 书名决定80%流量上限 |
184
+ | 番茄 | 噱头优先吸量第一 | 书名承担吸量入口,须准确承诺正文卖点 |
191
185
  | 起点 | 轻度反差+金手指+主线+爽点 | 内容必须贴合书名 |
192
186
 
193
187
  ---
@@ -212,24 +206,22 @@
212
206
 
213
207
  ### 文案要点
214
208
 
215
- - 必须体现女主主体性——主体性差会提高吸引力和留存风险
216
- - 读者需要安全感——至少暗示主角会成功
209
+ - 体现主角主体性,让读者看见主角会作什么选择;女频感情线尤其要交代女主如何回应处境。
210
+ - 简介按类型兑现承诺:成功型暗示会赢,行动型留下结果悬念,失败型交付虐感并留悬念,悬疑型交代核心问题。
217
211
  - 文案和书名货不对板会劝退
218
- - 悬疑型不宜叠过多——太"谜语人"理解不了且安全感不足
212
+ - 悬疑型文案不宜叠加过多未解问题;读者至少要看懂主角处境与核心悬念,避免只剩"谜语人"式表达。
219
213
 
220
214
  ---
221
215
 
222
216
  ## 质量检查清单
223
217
 
224
- > 选题定位完成后逐项核对。全部通过才算合格。
225
-
226
218
  - [ ] **读者画像明确**:能用一句话说出目标读者是谁、现实生活中最缺什么
227
219
  - [ ] **深层需求对位**:题材提供的核心情绪与读者深层需求匹配,不是自嗨
228
220
  - [ ] **题材生命力判断**:已用当前样本确认题材阶段,不把历史热度当作当前事实
229
221
  - [ ] **平台适配**:写法已针对目标平台调整,不是用A平台的经验硬套B平台
230
222
  - [ ] **边界感确认**:当前素材、知识储备和篇幅能支撑所选题材
231
223
  - [ ] **书名3秒抓人**:书名在目标平台的命名规则内,3秒内能传递核心卖点或钩子
232
- - [ ] **简介有安全感+钩子**:简介类型选择正确,给了安全感同时留了悬念
224
+ - [ ] **简介有安全感+钩子**:承诺的情绪与简介类型一致,读者知道看什么,并有继续看的悬念
233
225
  - [ ] **代入感无塑料感**:世界观自洽,画风统一,没有"仙侠搞科研"式撕裂
234
226
  - [ ] **书名简介内容三位一体**:书名暗示的卖点=简介承诺的内容=正文实际交付的东西
235
227
  - [ ] **金手指与生活关联**:金手指设定与主角职业/生活紧密相关,不是硬贴的
@@ -195,7 +195,7 @@
195
195
  | 对手 | 嚣张到让读者恨 → 被打脸时才爽 |
196
196
  | 主角 | 铺垫时低调 → 释放时干脆 |
197
197
 
198
- 看点 = 吊起读者期待;爽点 = 满足期待。一一对应:前面铺垫多少,后面爽点就有多少。
198
+ 看点吊起期待,爽点兑现期待;核对前面承诺了什么、后面兑现了什么,避免铺垫落空。
199
199
 
200
200
  ### 装逼打脸节奏
201
201
 
@@ -6,16 +6,16 @@
6
6
 
7
7
  ## 长篇单元情绪引擎(通用正向框架)
8
8
 
9
- 每个剧情单元先设计能制造情绪与兑现的**正向发动机**,再按契约四问检查:
9
+ 每个剧情单元先设计能制造情绪与兑现的**情绪引擎**,再按契约四问检查:
10
10
 
11
11
  > **核心情绪命题 → 承载对象/情绪缺口 → 受阻或缺口维持原因 → 本轮触发 → 主角不可替代的点火/转化动作 → 意义变化或可见兑现 → 题材/契约兑现**
12
12
 
13
- 这条因果链适用于爽、燃、甜、虐、恐、治愈等不同核心情绪。承载对象可以是人物、关系、目标、规则或场景;不适用的环节可写“无/即时”,但必须保持因果闭合。它不要求每个题材都有长期受阻、最终画面或克制反应,也不规定单一机制:误解、物件、反转、死亡等都不是必备项。下文“情感虐心三板斧”是适合部分情感题材的**可选技法**,不是通用引擎的硬模板。
13
+ 这条因果链适用于爽、燃、甜、虐、恐、治愈等不同核心情绪。承载对象可以是人物、关系、目标、规则或场景;不适用的环节可写“无/即时”,但必须保持因果闭合。下文“情感虐心三板斧”供需要羁绊、撕裂与余韵的桥段选用。
14
14
 
15
- ### 正向发动机与负向护栏的顺序
15
+ ### 先设计情绪,再检查契约
16
16
 
17
- 1. **先设计正向发动机**:明确读者会为什么投入,本轮如何让这份投入改变意义并得到可见兑现。
18
- 2. **后用项目读者契约做负向护栏诊断**:按契约四问排查契约/推进失败——主角是否靠自己的选择挣到结果,收益有没有被无交换地拿走,有没有提前动用终局底牌或把升级线顶到天花板,旧期待付了利息没。“安全”只代表没踩红线,不代表好看;护栏不能代替情绪发动机。
17
+ 1. **先设计情绪引擎**:明确读者会为什么投入,本轮如何让这份投入改变意义并得到可见兑现。
18
+ 2. **再检查主角代理权与成长**:按契约四问核查:主角是否凭选择挣到结果,收益是否被无交换地拿走,是否提前用尽终局底牌或升级空间,旧期待是否付了利息。“安全”只代表没踩红线,不代表好看;契约检查不能代替情绪设计。
19
19
 
20
20
  ### 合理性五问
21
21
 
@@ -29,7 +29,7 @@
29
29
 
30
30
  ### 强度原则
31
31
 
32
- 强情绪来自**具体投入、受阻/延迟、意义变化、可信反应等机制按题材组合**,不要求全部出现,也不来自堆叠死亡、疾病和哭喊。克制反应只是部分情绪的可选放大器。物件、对话、动作、身份、规则、关系都可作为可选锚点;锚点频率随篇幅和读者记忆需求调整,从不强制重复三次。集体或价值抬升也是可选的;只在题材需要时,才由个体兑现扩展到题材核心情绪。
32
+ 强情绪来自**具体投入、受阻/延迟、意义变化、可信反应等机制按题材组合**,不要求全部出现,也不来自堆叠死亡、疾病和哭喊。克制反应只是部分情绪的可选放大器。物件、对话、动作、身份、规则和关系均可作锚点,重复频率随篇幅与记忆需求调整,不固定三次。集体或价值抬升也是可选的;只在题材需要时,才由个体兑现扩展到题材核心情绪。
33
33
 
34
34
  ---
35
35
 
@@ -49,7 +49,7 @@
49
49
 
50
50
  ## 情感虐心三板斧
51
51
 
52
- ### 第一斧:羁绊铺设(前 1/3)
52
+ ### 第一斧:羁绊铺设
53
53
 
54
54
  **目标**:用具体物件/数字/细节建立关系质感,让读者相信这段关系是真实的。
55
55
 
@@ -67,7 +67,7 @@
67
67
 
68
68
  ---
69
69
 
70
- ### 第二斧:情感撕裂(中后段)
70
+ ### 第二斧:情感撕裂
71
71
 
72
72
  **目标**:制造反差,让读者以为恨对了 → 发现恨错了(或反过来)。
73
73
 
@@ -85,7 +85,7 @@
85
85
 
86
86
  ---
87
87
 
88
- ### 第三斧:余韵钝痛(结尾)
88
+ ### 第三斧:余韵钝痛
89
89
 
90
90
  **目标**:不用大哭大闹,用安静细节击穿读者防线。
91
91
 
@@ -123,7 +123,7 @@
123
123
 
124
124
  ### 拉扯原则
125
125
 
126
- 1. **情绪转向频率是题材与篇幅经验法则**:结合题材、篇幅和既有兑现节奏调整,不固定要求每 3-5 个小节转向
126
+ 1. **安排情绪转向**:结合题材、篇幅和既有兑现节奏,决定何时加压、反弹或收束
127
127
  2. **每次转向都要有触发事件**(不能无理由地改变情绪)
128
128
  3. **最后一次转向决定结尾余韵的基调**
129
129
  4. **爽文允许快速反弹,虐文需要更长铺垫**
@@ -132,17 +132,18 @@
132
132
 
133
133
  ## 按题材的情感策略差异
134
134
 
135
+ 下列短篇案例示范情绪机制,长篇按当前剧情单元的因果与关系变化安排时机。
136
+
135
137
  ### 世情/爽文
136
138
 
137
- - 情绪反弹速度:快(受辱后 2-3 节内打脸)
138
- - 打脸密度:每 3-5 节一次
139
+ - 受辱→蓄势→反击:让蓄势增加可用筹码,反击后改变关系或局势
139
140
  - 反派嚣张度:递增(第一次小嚣张,最后一次大嚣张)
140
141
  - 结尾基调:痛快、解气
141
142
  - 案例:《准儿媳打分》— 打分制反制、铁盒零分、断绝关系
142
143
 
143
144
  ### 情感/虐心
144
145
 
145
- - 羁绊细节密度:高(前 1/3 必须建立深厚羁绊)
146
+ - 羁绊铺垫:撕裂前用具体经历、习惯或物件让关系成立
146
147
  - 反差设计:先暖后冷,先甜后苦
147
148
  - 余韵技法:安静结尾 + 物件细节
148
149
  - 结尾基调:意难平、释然
@@ -152,7 +153,7 @@
152
153
 
153
154
  - 设定简洁原则:人物关系清晰,不搞复杂世界观
154
155
  - 暴力美学写法:打脸要直接,不拖泥带水
155
- - 底牌时机:最后 1/4 揭示最大底牌
156
+ - 底牌时机:反击条件与铺垫成熟后揭示,留出行动与后果的篇幅
156
157
  - 结尾基调:大快人心、因果报应
157
158
  - 案例:《皇弟欺负幼子》— 一声令下打二十棍 → 查出真相 → 废后
158
159
 
@@ -178,32 +179,32 @@
178
179
 
179
180
  | 失败模式 | 识别方法 | 修正方向 |
180
181
  |----------|----------|----------|
181
- | **太平** | 连续 5+ 节没有情绪转折 | 插入意外事件或新信息 |
182
- | **太赶** | 重大转折缺少可辨认的铺垫 | 按转折重量与篇幅给予足够且可辨认的铺垫,不固定三节 |
182
+ | **太平** | 剧情单元内期待停滞,没有新的投入、阻碍或兑现 | 插入意外事件或新信息 |
183
+ | **太赶** | 重大转折缺少可辨认的铺垫 | 按转折重量与篇幅补足铺垫 |
183
184
  | **假虐** | 读者不心疼,只是看着难受 | 检查羁绊铺设是否具体 |
184
185
  | **割裂** | 前半部分和后半部分像两篇不同的故事 | 用伏笔/物件/主题贯穿 |
185
- | **烂尾** | 反转后仍长时间重复交代 | 按题材与篇幅适配的速度收束或冷却,不固定五百字 |
186
+ | **烂尾** | 反转后仍长时间重复交代 | 交代行动、关系或代价的后果,再按题材收束或冷却 |
186
187
  | **人设崩** | 角色在关键时刻的行为不符合前面的人设 | 回顾人设,确保行为逻辑一致 |
187
188
 
188
189
  ---
189
190
 
190
191
  ## 快速自查
191
192
 
192
- 设计情感时,用这个清单:
193
+ 使用三板斧时,按所选技法核对:
193
194
 
194
- - [ ] 前 1/3 有具体羁绊细节(不是抽象描述)?
195
- - [ ] 中段有反差/撕裂(读者以为 A → 实际是 B)?
196
- - [ ] 结尾有安静细节(不是大段抒情)?
197
- - [ ] 情绪转向频率是否按题材、篇幅和既有兑现节奏调整,而非固定密度?
195
+ - [ ] 羁绊铺设:撕裂发生前,具体细节是否已让读者相信关系?
196
+ - [ ] 情感撕裂:真相、反差或错位是否改变了对关系的理解?
197
+ - [ ] 余韵钝痛:桥段收束时,安静细节是否承接了变化的后果?
198
+ - [ ] 情绪转向是否有事件触发,并符合题材、篇幅和既有兑现节奏?
198
199
  - [ ] 反派行为符合其人设逻辑?
199
200
  - [ ] 不存在上述 6 种失败模式?
200
201
 
201
202
  ---
202
203
 
203
- ## 三板斧与 SKILL.md 五段结构映射
204
+ ## 三板斧在情感桥段中的位置
204
205
 
205
- | 三板斧 | 对应 SKILL.md 五段 | 说明 |
206
+ | 三板斧 | 桥段位置 | 说明 |
206
207
  |--------|-------------------|------|
207
- | 第一斧:羁绊铺设(前 1/3) | 铺垫段(第二段,占 30-40%) | 用物件/数字/习惯建立关系质感 |
208
- | 第二斧:情感撕裂(中后段) | 升级段(第三段)+ 反转段(第四段) | 反差/错位/延迟真相制造撕裂 |
209
- | 第三斧:余韵钝痛(结尾) | 结尾段(第五段,占 5-10%) | 安静细节收尾,不写大段抒情 |
208
+ | 第一斧:羁绊铺设 | 情感撕裂前 | 用物件/数字/习惯建立关系质感 |
209
+ | 第二斧:情感撕裂 | 羁绊成立后 | 反差/错位/延迟真相制造撕裂 |
210
+ | 第三斧:余韵钝痛 | 桥段收束时 | 用安静细节承接关系变化的后果 |
@@ -6,15 +6,15 @@
6
6
 
7
7
  ## 题材选择路由
8
8
 
9
- 根据以下条件快速定位对应框架。先判断大类,再看具体变体。
9
+ 先按故事核心判断大类,再查具体变体。
10
10
 
11
11
  | 如果故事核心是... | 走这个框架 | 备注 |
12
12
  |---|---|---|
13
- | 男人伤害女人,离开后悔但追不回 | **追妻火葬场** | 女主离开后不回头是核心 |
13
+ | 男人伤害女人,女主离开后男人追悔 | **追妻火葬场** | 冷拒主线不回头,复合型另作变体 |
14
14
  | 前世惨死,重生利用信息差复仇 | **重生复仇** | 反派需分层嵌套 |
15
15
  | 伴侣出轨/算计,觉醒独立 | **小三/婚恋** | 发现过程要有悬念 |
16
16
  | 奇葩/恶霸欺压老实人,恶有恶报 | **世情** | 靠细节不靠大事件 |
17
- | 女主被虐至死,男主死后追悔 | **死人文学** | 核心是"来不及" |
17
+ | 女主被虐至死,男主在她死后追悔 | **死人文学** | 核心是"来不及" |
18
18
  | 特殊相遇,男主追求宠溺 | **霸总/甜宠** | 甜的密度决定粘性 |
19
19
  | 底层崛起,升级打怪(都市+武道) | **都市高武** | 金钱驱动+分层地图 |
20
20
  | 废材/落魄天才,修仙世界登顶 | **仙侠/玄幻** | 力量体系必须清晰 |
@@ -41,7 +41,7 @@
41
41
 
42
42
  ### 长篇(8节点)
43
43
 
44
- **设定**:女主被伤害 → 离开 → 男主后悔追回但女主不回头。场景:豪门/职场/娱乐圈/古代贵族,需权力差。
44
+ **设定**:冷拒主线为女主被伤害 → 离开 → 男主后悔追回但女主不回头;复合型在结局另作变体。场景:豪门/职场/娱乐圈/古代贵族,需权力差。
45
45
 
46
46
  **人物**
47
47
  | 角色 | 弧线 |
@@ -60,7 +60,7 @@
60
60
  | 5.男主追悔 | 意识女主重要性 | 10% | 痛快 |
61
61
  | 6.事业/成长 | 新领域取得成绩 | 15% | 爽(逆袭) |
62
62
  | 7.反复拉扯 | 多次求复合被拒 | 20% | 爽(打脸) |
63
- | 8.结局 | 开放/回头/悲剧 | 15% | 释放 |
63
+ | 8.结局 | 冷拒主线开放/悲剧;复合变体可回头 | 15% | 释放 |
64
64
 
65
65
  ---
66
66
 
@@ -227,13 +227,13 @@
227
227
  ## 同人流派
228
228
 
229
229
  ### 核心机制
230
- 借用已有IP世界观和角色写新故事。核心卖="如果在这个世界里有主角会怎样"。
230
+ 借用已有 IP 的世界观和角色写新故事,核心卖点是"如果在这个世界里有主角会怎样"。
231
231
 
232
232
  ### 使用边界
233
- 不保留具体 IP 题材清单。只有用户明确目标 IP、平台允许且近期样本有效时,才抽取“已知世界 + 新主角变量 + 名场面改写”的结构功能。
233
+ 用户明确目标 IP、平台允许且近期样本有效时,抽取“已知世界 + 新主角变量 + 名场面改写”的结构;具体题材随本次目标确定。
234
234
 
235
235
  ### 写法要点
236
- - 读者大多"云爱好者":没看过原著的比看过的多,硬核非必要
236
+ - 面向"云爱好者"时,补足读懂当前剧情所需的原著背景,不预设读者熟悉全部原作
237
237
  - 爽第一:不为还原原著牺牲爽感
238
238
  - 时代设定可简化,适度改编不影响阅读;但人物命名不脱离原著的地域和文化——原著角色用官方本名/译名,新角色顺对应地域的命名风格,别混语系或塞与设定不符的现代化/政治化名字
239
239
  - 优势:自带世界观省铺设定 | 风险:原著粉考据挑刺
@@ -260,7 +260,7 @@
260
260
  | 逆向型 | 失去X→获得更强Y | 越惨越强、负债越有钱 |
261
261
 
262
262
  ### 写长方法
263
- 核心卖点确定后多套路交织循环;单元故事围绕一个套路展开,主线串联;剧情单元循环(模式重复但对象/场景/规模升级)
263
+ 核心卖点确定后,用主线串联多个套路:每个单元围绕一个套路展开,重复模式时升级对象、场景或规模。
264
264
 
265
265
  ### 脑洞四类
266
266
  1. 金手指类(聊天群/系统/戒指老爷爷)
@@ -308,7 +308,7 @@
308
308
  | 经营/种田 | 古代搞经济建设 | 技术引进、商业帝国、改善民生 |
309
309
  | 国潮/非遗 | 传统文化魅力 | 盘点式装逼、民族自豪感 |
310
310
 
311
- **关键**:大部分读者是"云爱好者"爽感优先于还原度 | 现代认知信息差=最大金手指 | 架空可降低门槛 | 盘点+历史共鸣感强
311
+ **关键**:面向"云爱好者"时,先交代读懂剧情所需的历史处境,爽感优先于细节还原 | 现代认知信息差=最大金手指 | 架空可降低门槛 | 盘点+历史共鸣感强
312
312
 
313
313
  ---
314
314
 
@@ -335,13 +335,13 @@
335
335
  ## 其他题材速查
336
336
 
337
337
  ### 规则怪谈
338
- 类无限流,玩家被抽入规则副本冒险求生。绑定国运+直播性价比最高。副本构建:背景故事→规则包装→通关线+dead end→节奏(别人死→主角装→揭露→升华)。番茄主流走爽文路线,智斗和金手指负责包合理外衣。
338
+ 类无限流,玩家被抽入规则副本冒险求生。主打国运压力和围观反馈时,可用绑定国运+直播组合。副本构建:背景故事→规则包装→通关线+dead end(死路)→节奏(别人死→主角装→揭露→升华)。爽文路线用智斗和金手指解释通关结果,规则和限制要能支撑翻盘。
339
339
 
340
340
  ### 长生流
341
341
  核心卖=时移世易沧海桑田,主角长生看别人浴血搏杀。凡俗时期最好看。天然缺陷:开始修仙后实力增长→身边同级别出现→"熬时间"失去意义→变成寻常修仙文。延续方向:保持时间碾压感/代际传承/分层世界/凡俗时期充分展开。
342
342
 
343
343
  ### 西幻/骑士文
344
- 西幻=东方玄幻内核换皮。骑士自带晋升属性是天然力量体系骨架。推荐DND式/巫师式/种田领主文,不写日式奇幻。开篇从低位开始(马奴/铁匠学徒),凿壁偷光式努力。
344
+ 西幻要让魔法、种族、神权和契约影响人物选择,不能只替换东方玄幻名词。骑士晋升可作力量体系骨架;这里侧重DND式/巫师式/种田领主文,日式奇幻另按目标对标确定写法。开篇从低位开始(马奴/铁匠学徒),凿壁偷光式努力。
345
345
 
346
346
  ### 新媒体文
347
347
  一切为情绪服务。第一情绪对:不爽→装逼/愤怒→解气。双向结构=强+虐(反差/矛盾)。矛盾必须源于现实逻辑。核心三重点:用梗+节奏+情绪。极致信息差=强烈期待感。
@@ -356,7 +356,7 @@
356
356
  核心靠铺垫+氛围描写营造悬疑感,非靠血腥暴力。信息释放节奏要控好。
357
357
 
358
358
  ### 高武
359
- 爽点相对单一(升级打怪)但套路成熟不易翻车。可高仿成功作品世界观架构降低门槛。
359
+ 爽点集中于升级打怪,成熟套路便于建立期待。可借鉴成功作品的战力层级、地图递进和资源循环,按本书设定重建世界观。
360
360
 
361
361
  ### 后悔流
362
362
  避免退婚等老套外衣,需创新包装(后悔对象可从爱情转为事业选择/人生抉择)。
@@ -24,7 +24,7 @@
24
24
 
25
25
  ## 核心梗三层递进设计(主题→题材→情绪)
26
26
 
27
- 三代指**迭代层次**,一本小说通常由2-4条核心梗融合。
27
+ 下文一代、二代、三代指从主题到题材再到情绪的**三个设计层次**,不指写作的历史阶段;一本小说通常融合2-4条核心梗。
28
28
 
29
29
  ### 一代:主题/中心思想
30
30
 
@@ -242,7 +242,7 @@
242
242
 
243
243
  ### 爽点阈值递升原则
244
244
 
245
- 后一个剧情的情绪满足必须高过前一个。
245
+ 同类关键爽点要在下列维度中递升;两次高潮间可安排呼吸与关系回收。
246
246
 
247
247
  **递升维度**:影响力范围扩大 | 人物层级升高 | 收获价值增大 | 认知颠覆加深
248
248
 
@@ -1,6 +1,6 @@
1
1
  # 长篇质量覆盖
2
2
 
3
- > 与 `agent-quality.md` 配套,仅在 `long` profile 加载。长篇按章、单元、卷和全书分层审查;短篇全文百分比、每节字数和对话密度不适用。
3
+ > 与 `agent-quality.md` 配套,仅在 `long` profile 加载,按章、单元、卷和全书审查;不套短篇全文百分比、每节字数或对话密度。
4
4
 
5
5
  ## 黄金三章
6
6
 
@@ -14,8 +14,8 @@
14
14
 
15
15
  ## 连载节奏
16
16
 
17
- - [ ] 最近一个章节窗口有可见进展;窗口长度按当前卷和章节定位判断,不固定为短篇节数。
18
- - [ ] 高压、推进、低压、关系和信息整理章形成张弛,连续章节没有同一情绪母题和同一种钩子高位运行。
17
+ - [ ] 最近一段章节有可见进展;范围按当前卷和章节定位判断,不套短篇节数。
18
+ - [ ] 高压、推进、低压、关系和信息整理章形成张弛,不让同一情绪母题和同一种钩子连续占据高位。
19
19
  - [ ] 短期、中期、远期期待都有人维护;回收旧期待前已建立下一层期待。
20
20
  - [ ] 单章反转改变下一步行动,卷级反转改变对阶段机制的理解,全书真相没有被提前透支。
21
21
 
@@ -1,6 +1,6 @@
1
1
  # 长篇反转设计
2
2
  > 操作手册:反转类型、嵌套反转、误导技巧、打脸节奏。按决策路由选用,按设置/揭示步骤执行,用自检清单验收。
3
- > 反转类型枚举与拆文 `_meta.json.reversal_type` 字段一致:视角/身份/动机/时间线/信息/认知/无反转。
3
+ > 以下分类也用于短篇拆文的 `_meta.json.reversal_type` 字段:视角/身份/动机/时间线/信息/认知/无反转。
4
4
 
5
5
  ## 决策路由
6
6
 
@@ -177,7 +177,7 @@
177
177
  2. 报应型:每个报应要让读者等过、铺过,兑现时才解气
178
178
  3. 甜宠型:在关系阶段节点给甜点/反差点,不为每章硬塞反转
179
179
 
180
- > 拆文时遇到此类,`reversal_type` 填「无反转」,`setup_clues`(反转铺垫)一项跳过阈值(见 analyze output-contract 的「structure_counts 数值校验」)。
180
+ > 使用短篇拆文资料时,「无反转」对应 `reversal_type`,「反转铺垫」对应 `setup_clues`;该类型跳过铺垫数量阈值。它们是短篇拆文字段,不是长篇卷纲新增字段。
181
181
 
182
182
  ---
183
183
 
@@ -303,7 +303,7 @@
303
303
 
304
304
  1. 展示物品/能力强大,读者期待+1
305
305
  2. 配角因信息差认为鸡肋,读者期待打脸+1
306
- 3. 展示反派特性恰好克制,读者期待+1
306
+ 3. 展示反派特性,前述物品/能力恰好克制反派,读者期待+1
307
307
  4. 配角拿更强装备打反派失败,期待+1
308
308
  5. 众人看衰主角,期待继续+1
309
309
  6. 主角秒杀,期待满足
@@ -13,8 +13,6 @@
13
13
  | 跨卷悬念 | 期待接力法 + 震惊分层 |
14
14
  | 判断悬念强度 | 强度5级分级表 |
15
15
 
16
- 使用方法:先看左列定位你的当前任务,再用右列指定的方法。
17
-
18
16
  ---
19
17
 
20
18
  ## 悬念构建核心法则
@@ -32,7 +30,7 @@
32
30
  | 揭示时机 | 短期内揭晓 | 长期后才揭示 |
33
31
  | 情绪效果 | 紧张/好奇/期待 | 震惊/恍然大悟 |
34
32
 
35
- 判断依据:短期揭晓+紧张感 = 悬念;长期埋线+揭示时震惊 = 伏笔。两者经常配合使用,但不要混淆。
33
+ 判断先看作用:未决问题引起悬念,预埋线索支撑后续揭示。上表是常见安排;悬念也能跨卷,伏笔也能短期回收。
36
34
 
37
35
  ### 四种悬念信息顺序模板
38
36
 
@@ -216,8 +214,8 @@
216
214
 
217
215
  ### 永留悬念大结构设计
218
216
 
219
- - 大结构是"欺骗式的主线":贯穿全文的噱头,并不实际推进
220
- - 每次看似砍了99%,但总剩1%变成新的100%,一直吊着读者
217
+ - 马甲曝光等长悬念可阶段延迟:每次解决一个局部疑问,再暴露更深问题。
218
+ - 局部必须真有推进,不能反复撤销成果,让主线永远原地打转。
221
219
 
222
220
  ### 信息差运用
223
221
 
@@ -0,0 +1,63 @@
1
+ # 叙事用笔:让篇幅落在值得经历的地方
2
+
3
+ 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。
4
+
5
+ ## 从场景作用找到重心
6
+
7
+ 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。
8
+
9
+ 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。
10
+
11
+ | 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 |
15
+ | 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 |
16
+ | 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。
34
+ - **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。
35
+ - **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。
36
+ - **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。
37
+ - **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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+
43
+ 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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+
45
+ 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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+
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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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+
51
+ **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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+
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+ **重心恢复**:
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+
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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。
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+
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+ **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。
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+
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。