@oh-story/dsh 0.1.15 → 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 (530) 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
  128. package/lib/drama/skills/short-drama-video-prompts/references/production-prompt-grammar.md +17 -21
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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
  146. package/lib/index.js.map +3 -3
  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 +662 -662
  158. package/lib/oh-story/roles/chapter-extractor.md +10 -10
  159. package/lib/oh-story/roles/character-designer.md +8 -24
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  165. package/lib/oh-story/skills/browser-cdp/SKILL.md +19 -18
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@@ -1,22 +1,16 @@
1
1
  # 源文角色基础分析标尺
2
2
 
3
- > 设计主角/配角/反派时加载。先看决策路由,选对模板,再按步骤操作。character-designer 主输出参考。
3
+ > Stage 5 对照人物的目标、动机、行为与叙事功能。
4
4
 
5
5
  ## 用作拆文标尺时
6
6
 
7
- 本文件原本是写作侧 playbook,写法是「怎么写」。`story-short-analyze` 在拆文时把它当
8
- **对照标尺**用 —— 拆文动作是把源文与本文件描述的标准模式做对比,找出该篇用了哪一种、
9
- 做得有多到位,**不是**按本文件去写新作品。
10
-
11
- 读者视角的判断:本文件描述的是 番茄小说短篇 / 故事会 / 追妻 / 世情 / 重生 / 虐渣
12
- 等通俗短篇圈的工业标准模板,是拆文报告里「可复用结构 / 反转设计 / 题材公式」等段的
13
- 对照来源。
7
+ 先记录源文中可定位的行为,再用下列模型解释其作用。卡片括注保留写作示例,只填已知信息,未写明的填“未交代”;其中的特征和数量不构成源文合格条件。
14
8
 
15
9
  ---
16
10
 
17
11
  ## 决策路由
18
12
 
19
- | 你在设计什么 | 用这个模板 | 见哪个章节 |
13
+ | 你在分析什么 | 用这个模板 | 见哪个章节 |
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  |------------|-----------|-----------|
21
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  | 主角 | 主角卡模板 | 第1节 |
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  | 配角 | 配角卡模板 | 第2节 |
@@ -49,9 +43,9 @@
49
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50
44
  ### 设计要点
51
45
 
52
- - 动机必须是情感层面的——"为母亲复仇"优于"要成为最强"
53
- - 弱点必须会在关键情节导致主角犯错,否则不是弱点
54
- - 外貌和口头禅是读者记忆锚点,必须写
46
+ - 区分目标与动机,说明角色为何在意这个目标;情感、利益与信念都可能构成动机
47
+ - 弱点是否影响关键选择,还是只存在于人物介绍中?
48
+ - 外貌、口头禅或动作如何帮助辨认人物?没有这些标签时,人物是否仍有辨识度?
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  ---
57
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@@ -71,9 +65,9 @@
71
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72
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  ### 设计要点
73
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74
- - 每个配角必须有明确功能——没有功能的角色不要出场
75
- - 配角退场要主动规划,不能写着写着忘了
76
- - 同一场景配角不超过 3 个有台词
68
+ - 记录配角对因果、情绪、关系或氛围的作用
69
+ - 退出故事后是否留下尚未处理的承诺或关系?
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+ - 多人对白中,说话人和关系是否清楚?不按人数直接判定优劣
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  ---
79
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@@ -81,9 +75,9 @@
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82
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  ### 3.1 反派层级表
83
77
 
84
- 根据反派出场篇幅选对应层级,按表格要求设计。
78
+ 根据对手承担的冲突范围比较层级,不按章数套用长篇模型。
85
79
 
86
- #### 小反派(1-5 章)
80
+ #### 小反派(局部冲突)
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  | 维度 | 要求 |
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  |------|------|
@@ -91,51 +85,51 @@
91
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  | 设计 | 1-2 个鲜明特征即可(嚣张/贪财/欺软怕硬) |
92
86
  | 退场 | 被打败或被揭穿,干脆利落 |
93
87
 
94
- #### 中等反派(10-30 章)
88
+ #### 中等反派(主要冲突的一段)
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96
90
  | 维度 | 要求 |
97
91
  |------|------|
98
- | 功能 | 一卷的主要对手 |
99
- | 动机 | 为什么跟主角作对(不能是"纯粹的坏") |
92
+ | 功能 | 一段主要冲突的对手 |
93
+ | 动机 | 何种目标、利益或信念促成对立 |
100
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  | 手段 | 武力/权谋/资源 |
101
- | 逼格 | 至少赢主角一次,让读者恨得牙痒 |
95
+ | 逼格 | 已有行为如何证明威胁,给主角造成什么损失 |
102
96
  | 退场 | 被主角正面击败,要有爽感 |
103
97
 
104
- #### 大弧Boss(一卷或数卷)
98
+ #### 大弧Boss(贯穿多段冲突)
105
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106
100
  | 维度 | 要求 |
107
101
  |------|------|
108
102
  | 功能 | 代表一个阶段的核心矛盾 |
109
103
  | 人弧 | 完整的人物弧线,有自己的目标和逻辑 |
110
104
  | 冲突 | 与主角有理念冲突(不只是利益冲突) |
111
- | 对决 | 至少一场让主角陷入绝境 |
112
- | 侧面 | 有一个让读者"恨不起来"的侧面 |
105
+ | 对决 | 是否迫使主角改变解法或承担代价 |
106
+ | 侧面 | 是否呈现对立之外的特质,其作用是什么 |
113
107
  | 退场 | 有仪式感的终战 + 有余味的落幕 |
114
108
 
115
- #### 最终Boss(全书)
109
+ #### 最终Boss(全文核心对手)
116
110
 
117
111
  | 维度 | 要求 |
118
112
  |------|------|
119
- | 功能 | 全书核心矛盾的具象化 |
120
- | 伏笔 | 从第一章就有 |
113
+ | 功能 | 全文核心矛盾的具象化 |
114
+ | 伏笔 | 回查前文如何建立其影响 |
121
115
  | 对立 | 与主角的目标/动机直接对立,代表故事主题的反面 |
122
- | 实力 | 碾压主角,主角必须蜕变才能赢 |
123
- | 信念 | 有信念,不是纯粹的疯子/怪物 |
116
+ | 实力 | 优势如何限制主角,主角凭什么应对 |
117
+ | 信念 | 言行能否由自身信念或利益解释 |
124
118
 
125
119
  ### 3.2 反派设计铁律
126
120
 
127
- - 反派的智商/实力决定主角的含金量——反派弱 = 主角赢没意义
128
- - 反派的行为必须有内在逻辑(从他的视角说得通)
129
- - 不要让反派降智来给主角送赢
121
+ - 对手的判断与能力是否使主角的胜利具有分量?
122
+ - 行为能否由对手的经历、利益和已知信息解释?
123
+ - 失败来自人物选择、条件限制,还是突然丧失原有能力?
130
124
 
131
125
  ### 3.3 反派建立四要素
132
126
 
133
- 按顺序操作,缺一不可:
127
+ 对照源文建立威胁的方式:
134
128
 
135
- 1. **实力展示**——出场就展示实力或手段
129
+ 1. **实力展示**——何处展示实力或手段
136
130
  2. **动机可信**——从反派视角看行为说得通
137
- 3. **真实威胁**——至少赢主角一次
138
- 4. **终极意图时机**——真实目的留到关键反转点
131
+ 3. **真实威胁**——造成了什么损失或行动限制
132
+ 4. **终极意图时机**——何时揭示目的,前文是否支持
139
133
 
140
134
  ### 3.4 反派性格确立四步法
141
135
 
@@ -144,13 +138,13 @@
144
138
  | 1. 反派也有梦想 | 在反派眼中他是自己故事的主人公 |
145
139
  | 2. 挖掘创伤性过去 | 谁抚养他?谁爱他?谁伤害他?他避免什么痛苦? |
146
140
  | 3. 磨练性格缺陷 | 遭遇逆境时不调动积极特质,而是磨练缺陷——"优势"本身就是致命缺陷 |
147
- | 4. 反派是主角的镜子 | 反派的长处反映主角的弱点,两者完全相反 = 每次相遇必然摩擦 |
141
+ | 4. 反派是主角的镜子 | 长处、弱点或价值取向的差异如何形成冲突 |
148
142
 
149
143
  ### 3.5 反派渲染分量的关键
150
144
 
151
145
  - 障碍从反派人设上来,而不是故意给主角制造障碍
152
146
  - 反派渲染公式:明确动机 → 动机驱动行为 → 行为形成障碍 → 障碍强度来自反派分量
153
- - 反派异常强势时,主角要破得"高级""智慧""出乎意料"
147
+ - 对手强势时,检查主角的破局条件是否在前文建立
154
148
 
155
149
  ---
156
150
 
@@ -175,14 +169,14 @@
175
169
 
176
170
  ### 4.2 动机链设计要点
177
171
 
178
- - 起因必须具体——"被欺负"不够,"在众目睽睽下被打耳光"才行
179
- - 约束必须有力——否则主角一路碾压没有张力
180
- - 风险必须真实——读者要相信主角真的可能失去重要的东西
181
- - 动机可以随剧情演变,但不能说变就变
172
+ - 起因能否定位到具体经历或事件?
173
+ - 约束如何限制选择,或被主角突破?
174
+ - 风险涉及什么重要事物,文本如何使其可信?
175
+ - 动机变化是否有触发事件与行为证据?
182
176
 
183
177
  ### 4.3 动机冲突类型
184
178
 
185
- 遇到角色需要内心挣扎时,从下表选一种冲突类型:
179
+ 按下表识别角色的内心挣扎,可同时存在多种冲突:
186
180
 
187
181
  | 类型 | 定义 | 示例 |
188
182
  |------|------|------|
@@ -197,15 +191,12 @@
197
191
 
198
192
  ### 5.1 角色塑造核心原则
199
193
 
200
- **主角行为三必须**:
201
- 1. **必须可理解**——读者必须理解主角为什么这么做
202
- 2. **必须可共鸣**——主角的思考读者必须能代入
203
- 3. **必须可接受**——主角的三观读者必须能接受
194
+ **主角行为三个观察面**:
195
+ 1. **可理解性**——文本是否交代选择的原因
196
+ 2. **共鸣**——哪些处境或情感可能使读者代入
197
+ 3. **价值判断**——文本让读者认同、质疑还是疏远主角;理解不等于赞同
204
198
 
205
- **展示优于告知**:
206
- - 角色的目的 → 通过行为展示,不是旁白解释
207
- - 角色的行动 → 具体的动作和决定,不是形容词堆砌
208
- - 角色的态度 → 通过对话和反应体现,不是心理独白
199
+ **展示与概述**:分析目的、行动和态度分别由行为、对白、独白还是旁白传递,以及详略是否适合当前场景。
209
200
 
210
201
  ### 5.2 展示人物特质的方法
211
202
 
@@ -232,8 +223,8 @@
232
223
  |------|------|
233
224
  | 移情作用 | 开头不要太多角色,先让读者了解主角并产生期待 |
234
225
  | 最小特征(标签) | 主角由内而外塑造,配角由外到内塑造(贴标签) |
235
- | 角色的不真诚 | 所说≠所想,举动≠态度,日常与便当是深化角色的两极 |
236
- | 角色的聚光灯 | 配角必须与主角产生强烈联系性,配角压过主角时塑造新配角夺走光环 |
226
+ | 角色的不真诚 | 所说与所想、举动与态度是否形成反差;日常和生死关头可暴露不同特质 |
227
+ | 角色的聚光灯 | 不同角色如何分享叙事焦点,是否影响核心人物和主线的清晰度 |
237
228
 
238
229
  ### 5.5 人物塑造与人物真相
239
230
 
@@ -243,7 +234,7 @@
243
234
  | 人物真相(隐性) | 角色内在的真实面貌 | 实际上是冷血杀手 |
244
235
  | 价值取向(内隐) | 关键选择时起决定作用的价值观 | 在道义与野心间选择野心 |
245
236
 
246
- 操作要点:价值取向不必一开始揭示,在关键抉择时自然暴露;人物真相的揭示越晚,戏剧张力越强。
237
+ 观察价值取向何时通过选择显现;真相揭示的效果取决于前文期待和后续空间,不以越晚越好。
247
238
 
248
239
  ### 5.6 人设分层展示法
249
240
 
@@ -254,7 +245,7 @@
254
245
  | 第三层 | 为性格找原因(家庭/内在冲动) |
255
246
  | 第四层 | 打破——可爱天然呆其实什么都知道,人设立刻升华 |
256
247
 
257
- 深化记忆:不要吝啬重复词汇,觉得太小白?其实在深化记忆。
248
+ 重复标签是否形成记忆点,还是只复述已知信息?
258
249
 
259
250
  ### 5.7 人物经历三线时间法
260
251
 
@@ -275,7 +266,7 @@
275
266
 
276
267
  ### 5.9 人物行为重复点设计
277
268
 
278
- 维持长篇不歪的关键手法:
269
+ 观察同一行为特质在短篇中的有限复现:
279
270
 
280
271
  - 抓住一个人物行为特质反复写
281
272
  - 构建方法:确定读者喜欢什么类型 → 具体化为行为 → 不同场景重复
@@ -284,7 +275,7 @@
284
275
 
285
276
  ### 5.10 围绕人设写行为
286
277
 
287
- 行为、语言、思维都要围绕人格展开。如果为了剧情需要让角色做出不符合人设的行为 → 先修改剧情,不要改人设。
278
+ 对照行为、语言和思维的一致性;出现偏离时,回查处境、信息和动机是否变化,不替源文补理由。
288
279
 
289
280
  ### 5.11 人推事件 vs 事件推人
290
281
 
@@ -293,7 +284,7 @@
293
284
  | 人推事件 | 情节是人物性格/动机/选择的自然结果,深化人物弧光 |
294
285
  | 事件推人 | 外部事件打破平衡,迫使暴露真实自我 |
295
286
 
296
- 卡文时 → 从人物动机找方向,不要硬编剧情。
287
+ 区分人物主动选择与外部事件逼迫,说明两者如何衔接。
297
288
 
298
289
  ---
299
290
 
@@ -301,27 +292,27 @@
301
292
 
302
293
  ### 6.1 主角逼格
303
294
 
304
- - 主角必须有逼格——这是读者的代入基础
305
- - 不要写太多降智的内心戏和爆粗口
306
- - 主角可以不完美,但不能让人看不起
295
+ - 记录能力、判断或态度如何建立人物吸引力
296
+ - 检查内心戏和粗口是否符合人物、提供新信息
297
+ - 软弱、失败或失态可能服务人物塑造,须结合目标情绪判断
307
298
 
308
299
  ### 6.2 主角的成长
309
300
 
310
301
  - 成长不只体现在实力上,更体现在心智和选择上
311
- - 每次成长都要有触发事件和内在反思
312
- - 网文主角成长非必须:开场三观圆满的正常人更容易代入,稳定人设本身就是魅力
302
+ - 成长由哪些事件和选择体现,是否依赖独白解释?
303
+ - 稳定人设也可承担故事,不因没有成长弧线直接判为缺陷
313
304
 
314
305
  ### 6.3 主角红线
315
306
 
316
- 以下类型的主角绝对不要写:
307
+ 下列特征可能影响部分爽文读者的接受度,须结合源文承诺与反馈判断:
317
308
 
318
- | 禁止 | 原因 |
309
+ | 特征 | 可能的影响 |
319
310
  |------|------|
320
- | 圣母型主角 | 读者要痛快而非道德说教 |
321
- | 无脑战斗机器 | 难以产生情感共鸣 |
322
- | 内核邪恶 | 读者无法代入 |
323
- | 因蠢/圣母犯错 | 读者无法原谅 |
324
- | 自暴自弃 | 比被欺负更让读者厌恶 |
311
+ | 无代价地原谅伤害 | 可能与反击承诺冲突,须检查人物动机 |
312
+ | 只呈现战斗能力 | 若缺少选择与代价,可能难以理解人物 |
313
+ | 恶人主角 | 需区分理解、认同与批判视角 |
314
+ | 因判断失误或过度利他犯错 | 检查当时的信息与后果,不能只贴性格标签 |
315
+ | 自暴自弃 | 可表现失落或转变,须看其在全文中的作用 |
325
316
 
326
317
  ### 6.4 主角调子起太高怎么办
327
318
 
@@ -337,28 +328,24 @@
337
328
 
338
329
  ### 6.5 主角开篇立人设
339
330
 
340
- - 人设通过选择建立,开篇必须让主角做出选择
341
- - 智斗型开局比暴力型开局更容易立人设
342
- - 读者更容易代入"聪明但普通"的主角,而非"上来就无敌"的主角
331
+ - 定位开篇建立人设的选择、反应或处境
332
+ - 比较智斗、行动与旁观各自交代了什么人物特征
333
+ - 代入效果须由具体文本或反馈支持,不由能力强弱推定
343
334
 
344
335
  ### 6.6 主角的两个身份与两个金手指
345
336
 
346
337
  | 维度 | 定义 | 作用 |
347
338
  |------|------|------|
348
- | 显性身份 | 社会身份/职业+状态 | 汇集前期矛盾,必须不断升级或换 |
339
+ | 显性身份 | 社会身份/职业+状态 | 形成可见的身份关系与冲突 |
349
340
  | 隐性身份 | 不凡的身世来历 | 汇集中后期矛盾 |
350
- | 显性金手指 | 系统/玉坠/重生记忆 | 开局获得贯穿全书 |
341
+ | 显性金手指 | 系统/玉坠/重生记忆 | 改变关键行动条件 |
351
342
  | 隐性金手指 | 主角性格 | 让主角与众不同的就是金手指 |
352
343
 
353
- **最佳写法**:前期以金手指装逼 → 剧情推进中逐步把人设清晰
354
- **人设与全书气质**:主角人设必须与世界基调相符,四点高度统一:社会身份+身世+金手指+性格
344
+ **观察重点**:特殊能力如何显露人物选择;社会身份、身世、能力与性格是否相互支持,或形成有依据的反差。
355
345
 
356
346
  ### 6.7 性格单一缺陷型主角+动物伙伴体系
357
347
 
358
- 如果主角性格故意设为单一 → 降低读者带入排斥感 → 少做少错 → 最大限度提升代入感。
359
-
360
- **问题**:性格过于单一 → 影响精彩程度 → 难以推进故事
361
- **解法**:给淡漠型主角配备 3-5 只动物伙伴,每只不同性格。
348
+ 性格单一或淡漠的主角可能借动物伙伴补充对白、反应与行动能力。若源文采用此模式,观察伙伴是否各有功能,不预设数量。
362
349
 
363
350
  | 伙伴类型 | 功能 |
364
351
  |---------|------|
@@ -371,14 +358,14 @@
371
358
 
372
359
  - 需求的内核不变,变的只是形式
373
360
  - 写完一段剧情后,站在读者角度审视是否偏离核心梗
374
- - 主角牛逼了必须有所得,不能光付出没回报
361
+ - 主角付出与收获是否回应了前文承诺
375
362
  - 表达欲旺盛时最容易偏离——要主动检查
376
363
 
377
364
  ### 6.9 压势不压人:矛盾的正确来源
378
365
 
379
366
  **错误做法**:让反派莫名其妙针对主角,背后逻辑站不住脚。
380
367
 
381
- **正确做法**:反派有自己的目的,行动客观上导致主角困境,但并非刻意针对主角本人。
368
+ **另一种来源**:对手追求自己的目的,行动波及主角。与直接针对主角的冲突比较时,分别检查动机与因果。
382
369
 
383
370
  **矛盾链条**:反派目的 → 压制主角所在群体(压势) → 主角推翻 → 底层依旧麻木 → 主角改变路径 → 新冲突自然产生
384
371
 
@@ -390,64 +377,57 @@
390
377
 
391
378
  ### 7.1 反派塑造核心原则
392
379
 
393
- - 经典反派一定有完整世界观和逻辑自洽的三观
380
+ - 对手的价值判断是否足以解释其关键行为
394
381
  - 同样的外部事件发生在不同人身上产生不同变化——外因与内因共振
395
- - 反派塑造不能只有外部事件,缺乏内在三观和内在逻辑
382
+ - 区分外部遭遇与人物对遭遇的解释、选择
396
383
 
397
384
  ### 7.2 反派人设主角化写法
398
385
 
399
- **传统问题**:换地图后原反派跟不上节奏 → 引入新反派脸谱化
400
-
401
- **解法**:
402
- - 把反派当主角去写
403
- - 在"配角衬主角"基础上加"配角衬配角"
404
- - 换地图的正确处理:用新地图衬托旧角色含金量,而非用旧角色无力衬托新地图难度
386
+ 对手也可用自身目标与选择形成行动线。比较新旧角色互相衬托的方式,以及能力变化是否有依据,不外推长篇换地图循环。
405
387
 
406
388
  ---
407
389
 
408
390
  ## 质量检查清单
409
391
 
410
- 设计完角色后,逐项检查:
392
+ 完成分析后逐项回查证据;卡片中的写作建议不作为验收条件:
411
393
 
412
394
  ### 主角检查
413
395
 
414
- - [ ] 动机是情感层面的(不是"要成为最强"这种空话)
415
- - [ ] 有致命弱点,且会在关键情节导致犯错
416
- - [ ] 外貌有记忆点(3-5 个关键词)
417
- - [ ] 有口头禅或标志动作
418
- - [ ] 逼格在线——不会让读者看不起
419
- - [ ] 没有触碰红线(圣母/无脑战斗机器/内核邪恶/因蠢犯错/自暴自弃)
420
- - [ ] 核心目标和全书主线对齐
396
+ - [ ] 目标与情感、利益或信念动机有对应证据
397
+ - [ ] 已说明弱点如何影响选择;未出现时如实记录
398
+ - [ ] 已定位外貌、动作、语言或选择中的辨识特征
399
+ - [ ] 已分析失败、失态和价值选择如何影响读者判断
400
+ - [ ] 核心目标与全文主线的关系清楚
421
401
 
422
402
  ### 配角检查
423
403
 
424
404
  - [ ] 有明确功能(导师/盟友/情报源/牺牲品/镜像对照)
425
405
  - [ ] 核心特质 1-2 个关键词能概括
426
406
  - [ ] 有标志性特征让读者记住
427
- - [ ] 退场方式已规划
428
- - [ ] 同一场景不超过 3 个配角有台词
407
+ - [ ] 退场及遗留承诺已记录
408
+ - [ ] 多人对白的说话人与关系清楚
429
409
 
430
410
  ### 反派检查
431
411
 
432
- - [ ] 按层级表设计,篇幅与层级匹配
433
- - [ ] 出场展示了实力或手段
412
+ - [ ] 已按冲突范围识别对手功能
413
+ - [ ] 已定位威胁成立的能力或手段
434
414
  - [ ] 动机从反派视角说得通
435
- - [ ] 至少赢主角一次(中等反派及以上)
415
+ - [ ] 已记录对主角造成的实际损失或限制
436
416
  - [ ] 没有降智送赢
437
- - [ ] 大弧Boss有理念冲突(不只是利益冲突)
438
- - [ ] 最终Boss从第一章就有伏笔
417
+ - [ ] 已区分利益冲突与理念冲突
418
+ - [ ] 已回查核心对手的前文铺垫
439
419
 
440
420
  ### 动机检查
441
421
 
442
422
  - [ ] 起因具体(不是"被欺负"这种模糊说法)
443
- - [ ] 约束有力(主角不能一路碾压)
423
+ - [ ] 已说明约束、优势与核心张力的关系
444
424
  - [ ] 风险真实(读者相信主角可能失去重要东西)
445
425
  - [ ] 动机演变有铺垫,没有说变就变
446
426
 
447
427
  ### 塑造检查
448
428
 
449
- - [ ] 角色目的通过行为展示,不是旁白解释
450
- - [ ] 行为/语言/思维围绕人设展开,没有为剧情改人设
451
- - [ ] 主要角色有行为重复点,维持长篇一致性
452
- - [ ] 配角与主角有明确联系,不会抢主角风头
429
+ - [ ] 已说明行为、独白与旁白各自传递的人物信息
430
+ - [ ] 行为偏离已有特征时,已检查触发依据
431
+ - [ ] 已记录行为重复产生的变化或冗余
432
+ - [ ] 已说明配角与叙事焦点的关系
453
433
  - [ ] 人物真相/价值取向在关键抉择时自然暴露