@wji.ai/cli 0.4.0 → 0.5.1
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.
- package/README.md +63 -2
- package/dist/commands/backreel.js +260 -0
- package/dist/commands/canvas.js +588 -88
- package/dist/commands/class.js +395 -0
- package/dist/commands/npc.js +413 -0
- package/dist/commands/workspace.js +109 -24
- package/dist/core/members.js +54 -0
- package/dist/core/npc.js +108 -0
- package/dist/core/output.js +4 -2
- package/dist/index.js +8 -0
- package/package.json +1 -1
- package/skill/ads/SKILL.md +176 -0
- package/skill/ads/reference/ai-consistency.md +109 -0
- package/skill/ads/reference/brief-template.md +103 -0
- package/skill/ads/reference/compliance.md +66 -0
- package/skill/ads/reference/formats-image.md +108 -0
- package/skill/ads/reference/formats-video.md +121 -0
- package/skill/ads/reference/models.md +90 -0
- package/skill/ads/reference/product-photography.md +119 -0
- package/skill/ads/reference/styles.md +70 -0
- package/skill/short-drama/SKILL.md +90 -8
- package/skill/short-drama/reference/action-bullet-time.md +47 -0
- package/skill/short-drama/reference/action-car-chase.md +51 -0
- package/skill/short-drama/reference/action-gun-fu.md +52 -0
- package/skill/short-drama/reference/action-historical-realist.md +50 -0
- package/skill/short-drama/reference/action-hk-kungfu.md +54 -0
- package/skill/short-drama/reference/action-street-brawl.md +49 -0
- package/skill/short-drama/reference/action-superhero.md +50 -0
- package/skill/short-drama/reference/action-wuxia-fantasy.md +51 -0
- package/skill/short-drama/reference/action.md +94 -0
- package/skill/short-drama/reference/cinematography-costume-dark.md +117 -0
- package/skill/short-drama/reference/cinematography-costume-idol.md +126 -0
- package/skill/short-drama/reference/cinematography-low-key.md +115 -0
- package/skill/short-drama/reference/cinematography-period-nostalgia.md +106 -0
- package/skill/short-drama/reference/cinematography-scifi-hard.md +63 -0
- package/skill/short-drama/reference/cinematography-scifi-soft.md +66 -0
- package/skill/short-drama/reference/cinematography-sweet-romance.md +175 -0
- package/skill/short-drama/reference/cinematography.md +83 -0
- package/skill/short-drama/reference/composition-art-first.md +74 -0
- package/skill/short-drama/reference/craft-shots.md +3 -1
- package/skill/short-drama/reference/craft-story.md +4 -1
- package/skill/short-drama/reference/format.md +94 -0
- package/skill/short-drama/reference/grammar-comedy.md +105 -0
- package/skill/short-drama/reference/grammar-faceslap.md +67 -0
- package/skill/short-drama/reference/grammar.md +103 -0
- package/skill/short-drama/reference/operations-cli.md +1 -1
- package/skill/short-drama/reference/schema.md +34 -3
- package/skill/short-drama/reference/stage-art.md +1 -1
- package/skill/short-drama/reference/stage-outline.md +21 -0
- package/skill/short-drama/reference/stage-script.md +10 -0
- package/skill/short-drama/reference/stage-storyboard.md +15 -0
- package/skill/short-drama/reference/story-angst.md +117 -0
- package/skill/short-drama/reference/story-comedy.md +136 -0
- package/skill/short-drama/reference/story-cultivation.md +109 -0
- package/skill/short-drama/reference/story-family.md +119 -0
- package/skill/short-drama/reference/story-horror.md +124 -0
- package/skill/short-drama/reference/story-mystery.md +127 -0
- package/skill/short-drama/reference/story-palace.md +103 -0
- package/skill/short-drama/reference/story-revenge.md +124 -0
- package/skill/short-drama/reference/story-scifi.md +112 -0
- package/skill/short-drama/reference/story-sweet.md +128 -0
- package/skill/short-drama/reference/story.md +127 -0
- package/skill/short-drama/scripts/selftest.mjs +809 -1
- package/skill/short-drama/scripts/short-drama.mjs +1608 -16
- package/skill/social-media/SKILL.md +152 -0
- package/skill/social-media/reference/content-craft.md +124 -0
- package/skill/social-media/reference/plan-template.md +171 -0
- package/skill/social-media/reference/platforms-china.md +94 -0
- package/skill/social-media/reference/platforms-global.md +122 -0
- package/skill/social-media/reference/ratio-map.md +100 -0
- package/skill/social-media/reference/repurpose.md +119 -0
- package/skill/wji/SKILL.md +66 -2
- package/skill/wji/reference/commands.md +76 -15
- package/skill/wji-classroom/SKILL.md +161 -0
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# Story genre `cultivation` — 玄幻 / 修仙 / 系统流
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修仙 · 玄幻 · 系统 / 金手指 · 都市异能 · 废柴逆袭 · 神医 / 鉴宝 系统. The level-up genre. Pairs with the
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`costume-idol` look (修仙) or `scifi-soft` (都市异能 / 系统), and with the `wuxia-fantasy` or
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`superhero` action style. Shared machinery: `story.md`.
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## 1. The promise — visible growth
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- **The engine is the upgrade loop**: a nobody climbs a fixed ladder, step by step. Each trope pays a
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feeling: 废柴逆袭 ("someday I'll count"), 退婚打脸 (trampled dignity repaid), 捡漏得宝 (unearned luck),
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越级杀敌 (breaking the rules).
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- **扮猪吃虎 is an information-gap pleasure**: the hero knows more (time loops, texts from the future,
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the system).
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- **系统 suits 短剧**: an instant-payoff 金手指 that pairs with any hot theme (荒年 + 系统 passed a billion
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plays). 男频 has turned toward quality: the grassroots hero growing up, the thrill of controlling
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power.
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- **The 女频 version differs**: 满级大佬 (starts at max), 团宠, 升级流 — the biggest 女频修真 hit starts her
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as a goddess who clears villains with a wave. So the genre has a **`startPower`**: `废柴` (climbs),
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`隐藏大佬` or `满级` (hides) — and the rules change with it.
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- **The market**: 红果 pushed 男频 in 2025, naming 玄幻仙侠 and 都市异能; on AI 漫剧 charts 玄幻仙侠 leads with
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废柴逆袭 + 升级打怪 + 系统面板.
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## 2. The series — a realm ladder and map changes
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- **The ladder**: 练气 → 筑基 → 金丹 → 元婴 → 化神 → 炼虚 → 合体 → 大乘 (→ 渡劫), each with 初期 / 中期 / 后期 / 大圆满.
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Subdivide so small highs come regularly, layered with big ones — but in 短剧 **pick 5–7 realms and
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climb 3–5 on screen**.
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- **换地图** is levelling up made visible (village → county → sect → capital → upper realm); each map's
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enemies, resources and ranks climb in step. The loop: beat stronger enemies → gain a skill or a
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treasure → clear the region → move on.
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- **On a 60–100 episode run**: golden (E1–10) humiliation → 觉醒 / binding → first gain → first 打脸 →
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first breakthrough; 2–4 map arcs of 15–30 episodes, each with a rival and a boss realm, a major
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breakthrough ending each arc; **the peak held for the last 10–15 %**. A tangible gain every 3–5
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episodes, a major breakthrough every 12–20.
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- **Against power collapse (战力崩坏)**: fixed multipliers between realms, few top-tier fighters, seals,
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political duties for the powerful, equivalent-exchange economies — and keep the story short.
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Progression-fantasy craft: power should *buy harder problems*; bottlenecks, not grinding.
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**Tracked in the outline** (gate `story-cultivation`): `outline.powerSystem: { realms: [{ id, name,
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visual }] }` (low → high), `outline.goldenFinger: { type, name, activationEp, rules[], costs[] }` (one
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or two), `outline.startPower`, `outline.upgrades[]: { ep, char, to, cause, cost }`,
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`outline.fights[]: { ep, foe, heroRealm, foeRealm, foeRevealedEp, edge? }`.
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| rule | default | why |
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| --- | --- | --- |
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| `golden-finger` | activated by E2, with rules and costs; at most two | the golden opening; limits matter more than powers; a sprawl of cheats bores |
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| `upgrade-cadence` (`废柴`) | no 12-episode stretch without a breakthrough; one in the golden phase | the level-up is the promise |
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| `no-level-skip` (`废柴`) | one realm at a time; no fall back unless it is a recorded cost | ladder integrity |
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| `cause-and-cost` | every breakthrough has a cause and a cost (time, resources, injury, exposure, a debt to the system) | Sanderson: limits > powers |
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| `foe-known` | the foe's realm is known before the fight; at most one realm up, and then with an edge set up earlier | makes 越级 legible; no deus-ex-system |
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| `peak-held` (`废柴`) | the top realm reached in the last 15 % | keeps the climax |
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| `hidden-master-reveals` (`隐藏大佬` / `满级`) | a new layer of 身份揭露 at least every 10 episodes | the tension moves to the hidden identity |
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## 3. The episode
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- The micro-arc fits one episode: conflict → the system activates → crushing power.
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- **Every episode moves a ledger quantity** (a resource, a skill, an item, reputation or a realm) — not
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a full level each time.
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- **System notifications are ready-made cliffs**: 【叮!任务发布:…失败惩罚:…】 — a concrete task, a
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reward that builds anticipation, a penalty grasped at once. Task or penalty → 危机; the unopened
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reward box → 道具; "breakthrough in progress…" → 结果; the enemy's realm revealed → 身份 / 反转. At
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most two system hooks in a row.
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- **Breakthrough cliffs**: cut on the aura surge or the tribulation cloud; pay off in the next
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episode's first 15 s with an onlooker's shock ("筑基了?!").
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## 4. Characters
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- **The 废柴 hero**: a visible humiliation (退婚, expelled from the sect) and a goal beyond power
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(family, revenge, someone to protect).
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- **The system or the 老爷爷** has a personality, blind spots, limits, even an agenda — never
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omniscient in practice. One or two 金手指 for the whole story.
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- **A rival per realm or map**, within about one realm of the hero — the revenge ladder indexed by
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realm (`story-revenge.md`).
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- **The love interest** has her own stake; the 退婚 fiancée and the loyal girl are worn out.
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- **For 满级 heroes**, the tension is hiding, protecting others and consequences, not whether she wins.
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## 5. Beats and freshness
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觉醒 / 绑定系统, 系统提示, 退婚, 宗门大比, 越级挑战, 秘境, 丹药 / 法宝, 拍卖会, 天劫, the 扮猪吃虎 reveal, 下山即无敌.
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Fresh through **融梗** (a 无情道 system in 女频修真, famine + stockpiling, the time loop, texts from your
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future self, 签到, 全民转职, 规则怪谈) and through conviction — "make the unreasonable believable".
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## 6. Dialogue and AI video
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The system speaks in bracketed UI copy: short, numeric, deadpan. **Onlookers say the realm aloud**
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("他竟是金丹后期!") — exposition and payoff in one line. Contempt lines (区区练气) set up the 打脸; understate
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the hidden master. **For AI video**: give each realm one fixed visual signature (an aura colour, a
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particle, an eye glow) — `powerSystem.realms[].visual`; ration full-screen set pieces (天劫, armies)
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for breakthroughs and the climax; prefer glows, runes, UI panels and flying swords over crowds and
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long choreography.
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## 7. What fails, and regulation
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Power creep from open-ended multipliers; a sprawl of 金手指; rules the story does not follow; the
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deus-ex-system (a new ability exactly when needed — Sanderson's First Law); the same plot shot a
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hundred times. **Regulation**: the micro-drama measures in force from 2026-09-01 ban promoting
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superstition and cults and glamorising violence, and require an AI label on every episode; compliance
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guides treat 招魂, 鬼上身, 养小鬼, 冥婚, and fortune-telling or exorcism shown as real as red lines. **An
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invented world is the safe setting**; a modern-city 神医 / 风水 / 鉴宝 is the risky one — never show
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talismans or feng-shui working as real cures or luck, never disparage medicine (`story-advice` flags
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it on the mainland).
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## 8. Sources (read as search summaries)
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CSDN on 修仙 writing and 金手指 design; 知乎 on 金手指, 扮猪吃虎 / 越级 and power-system collapse; 澎湃 网文论 (the
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MMORPG loop) and 女主修真赛道; DataEye 2025; 钛媒体 on 系统 hits; Sudowrite and Writer's Daily Practice on
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progression fantasy; Royal Road on pacing; Brandon Sanderson's laws; 百度百科 on 升级流 and 系统; 知乎 / 腾讯 on
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融梗 and 信息差; 腾讯 on 男频 recovery; 搜狐 and 蓝鲸 on 漫剧 charts; 起点 on realm ladders; 知乎 on homogeneity; 新华网,
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NRTA and 17173 on the 2026 measures; Byerisk on superstition red lines; 36氪 and 新京报 on AI 仙侠 costs.
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# Story genre `family` — 家庭伦理
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婆媳 · 豪门恩怨 · 萌宝 · 亲情 · 认亲 / 寻亲 · 养老 · 家庭复仇 · 年代家庭. The genre of 《家里家外》 and
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《十八岁太奶奶驾到》, and of the fastest-growing audience in 短剧. Shared machinery: `story.md`.
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## 1. The promise — being needed, being loved
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- **Who watches**: in 2024 viewers aged 40–59 were 37 % of the short-drama audience and 60+ were 12 %
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and rising fast; 中老年 titles take close to half of some monthly heat charts, and older men are a
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large share of payers. Hits like 《家里家外》 and 《我在八零年代当后妈》 also reach students; 原生家庭
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stories (《好一个乖乖女》) pull in younger women. **Serve both poles**: the parent (the wronged
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mother, the unfilial child) and the child (the 原生家庭 wound, the found family).
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- **The underlying need is 被需要 and 被爱.** The older viewer's first pain is their children: the
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mother who sold her flat for her son's wedding home. The payoff is the ungrateful child finally
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seeing the sacrifice — and a double happy ending, love and family.
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- **The shift is 从强刺激到强共鸣**: 情怀, 家和亲情, "家才是顶流剧本"; family as the unit, not the company or
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the couple.
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- **Four emotions**: 共鸣 (that's my mother-in-law), 泪点 (sacrifice seen too late), 家的温暖 (a found or
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blended family), 扬眉吐气 (the wronged one vindicated before everyone who looked down on her). The
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last overlaps with `revenge` — but the target is kin, so the end is 和解 or 清醒的切割, not destruction.
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## 2. The series — a family web that reorganises
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- **Pressure runs long**: 中老年 titles hold the heroine down for twenty or thirty episodes before the
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big payoff, much longer than 爽剧 — so give small wins early (a reason to stay) and the full public
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vindication in the middle third, then a larger one in the climax.
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- **A web, not a line**: three lines work — the present line drives the plot, a memory line explains
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the past, a hidden line plants motives, with an emotional anchor every few episodes. Pivotal
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revelations happen in **ensemble scenes where everyone is present**.
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- **Family as a system**: the 偏心 parent runs the golden-child / scapegoat engine; the 老实人 son or
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husband is the enabler; the 萌宝 is the mascot and truth-teller; the wronged daughter-in-law is the
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scapegoat who breaks the role. The series is the system reorganising — so **every member ends
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somewhere**.
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- **Secrets**: tell the audience the blood secret early (信息差, by E5); reveal it character by
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character (the intercepted DNA result, the 信物, the witness); stage the full public 认亲 at a
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gathering at 55–85 %; leave episodes for the fallout.
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- **爽 and 泪 alternate**: humiliation → small 爽 → a warm or tearful beat → bigger humiliation →
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bigger 爽. Never more than about three 爽 episodes without a tear — that is what separates family
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drama from revenge.
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**Tracked in the outline** (gate `story-family`): `characters[].family: { generation, role,
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minor?, endState: 和解 / 清醒切割 / 惩戒 / 离世 }`, `outline.secrets[]: { id, content, audienceKnowsEp,
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plantEp, hintEps[], revealEp, revealTo }`, `outline.vindications[]: { char, ep, venue, witnesses[] }`,
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`outline.reconciliations[]: { pair, woundEp, triggerEp, turnEp, endState }`.
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| rule | default | why |
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| --- | --- | --- |
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| `family-web` | ≥ 5 family members over ≥ 2 generations | the genre is a system, not a duel |
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| `every-member-resolves` | every lead and support family member has an end state | the system visibly reorganises |
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| `tear-cadence` | ≥ 20 % 情感释放 episodes, never more than 6 in a row without one | 泪 is the promise |
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| `public-vindication` | a vindication with ≥ 3 family witnesses at 25–70 %, a larger one in the climax | "压到二三十集", then before everyone |
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| `secret-hygiene` | every secret planted before it is revealed with ≥ 2 hints between; the main secret known to the audience by E5, revealed at 50–85 % | 信息差; room for the fallout |
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| `earned-reconciliation` | wound < trigger (evidence of sacrifice) ≤ turn; ≥ 10 episodes from wound to turn | repentance earned by sacrifice, not by her wealth (富贵门前皆孝子) |
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| `child-compliance` | a minor never lands an 打脸 / 复仇 / 智商碾压 | NRTA 2026 儿童类微短剧 notice: no adultification, no 啃小, no children as tools |
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## 3. The episode
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- **Cold open on a concrete family wound**: the mother eating leftovers while the in-laws feast, the
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soup knocked away, the old woman outside her own house. The wound, not the violence — takedowns
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cite 刻意渲染.
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- **The tear beat in the back half**, usually a memento (the old photo, the handmade shoes, the
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存折, the medical report) or a silent sacrifice seen by a third party; cut on it (情感) or undercut it
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with a threat (危机).
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- **Cliffs**: the DNA envelope unopened (道具 / 身份); the elder collapses, a diagnosis (危机); the
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unfilial child about to sign away the house (结果); the 信物 seen by the wrong person (道具); the 萌宝
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blurts "you're my daddy" (情感 / 身份); the banquet door opens (身份 / 反转).
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- **End a vindication on the key relative's face** — shame and regret. The villain's comeuppance is
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not enough; the repentance face is what this audience pays for.
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## 4. Characters
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- **The wronged mother / daughter-in-law / elder**: 为了孩子, 委屈求全, and hidden value (a status, a
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skill, a past sacrifice). Give her the moment of choosing herself — 半生为母,余生为己. Pure martyrdom
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is dated. (The 2024 婆婆爽剧 wave flipped it: the mother-in-law as the protagonist.)
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- **The 萌宝**: builds arcs (the cold father warms), drives 认亲, fulfils fantasy — as an **innocent
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truth-teller or bridge** who notices, asks or carries a 信物. Never a schemer, a 霸总 or a bully; no
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adult lines.
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- **The unfilial child, the 偏心 parent, the 白眼狼**: they repent — earned by evidence of sacrifice.
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- **The elder** is the arbiter at the 寿宴 and the holder of the will.
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- **Antagonists stay human**: a real motive (fear of poverty, an inherited 偏心, protecting their own
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child), one scene of their own pain, a proportionate consequence (loss of standing, not violence).
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《家里家外》 won by treating women's relationships warmly instead of 斗小三.
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- **Ensemble**: every core member wants something; rotate the focus; gather everyone for the
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revelations.
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## 5. Beats and freshness
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Staples: 认亲 / 寻亲, 真假千金, 抱错, the DNA test, the 寿宴 / 满月宴 / 订婚宴 humiliation and reveal, 分家产 /
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遗嘱, selling the house for the son, being thrown out, 萌宝助攻, 闪婚老伴, 黄昏恋, 重组家庭, 后妈, 年代. Fresh
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through **period and dialect specificity** (1981 Sichuan, the women's volleyball team, 天府可乐),
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**lived detail** (the writers interviewed hundreds of locals), **生活流 over 套路** (代际和解, 国企改制),
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**inversions** (the good stepmother, the victim mother-in-law, the 18-year-old great-grandmother), and
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**series-ability** (more of what viewers loved). Plan at least two whole-family gatherings (寿宴,
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年夜饭, 满月, 婚宴, 葬礼, 分家) — one in escalation, one in the climax.
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## 6. Dialogue
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**Dialect** is a selling point (《家里家外》, the first all-Sichuanese short drama). **Plain language**;
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each character's styling fits their life. **No 说教**: put the moral in an object or an act (the
|
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存折, the unworn new clothes, the mother walking in the rain); one quotable line per arc is enough.
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## 7. What fails, and regulation
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Homogeneous 婆媳 slap-fests; caricatured women; money-worship endings; logic sacrificed for emotion;
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repentance triggered by wealth; relatives left unresolved; a 萌宝 as a plot vending machine.
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**Regulation**: the NRTA 2025-02 notice; takedowns for 刻意夸大渲染婆媳矛盾 and violence; the 2026-01
|
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儿童类微短剧 notice (反成人化, 防啃小, 防工具化); the June 2026 campaign (harm to minors, wealth worship,
|
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distorted marriage values, violence and revenge). Keep at least two hierarchical pairs (婆媳, 母子,
|
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父女…), not 婆媳 alone, and end every abuse resolved.
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## 8. Sources (read as search summaries)
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人民日报 on 中老年微短剧 (audience shares); 36氪 / AgeClub "被需要与被爱"; 虎嗅 on how 中老年短剧 跑通; 36氪 on
|
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霸道总裁俏阿姨 and 婆婆爽剧; 21经济网 on 银发经济 and payers; 澎湃, 新华网, 每经 and 界面 on 《家里家外》; 网易 /
|
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澎湃 on 听花岛 (《太奶奶》); 搜狐 on 《太奶奶》; 虎嗅 on 年代短剧 生活流 (2026); 中国作家网 on 《好一个乖乖女》; 新浪 on
|
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《我在八零年代当后妈》; 搜狐 / DataEye, 网易 and 央广网 on 萌宝短剧; 新华网 on the 儿童类 notice (2026-01) and the 2026
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专项治理; NRTA 2025-02 notice; 新华报业 on takedowns; 光明网 on distorted family images; 流媒体网 on 卡点; 新浪财经
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on the three-line structure; 知乎 on 真假千金; No Film School and Writers Helping Writers on ensembles;
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Simply Psychology on family-system roles.
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# Story genre `horror` — 恐怖 / 灵异 / 惊悚
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2
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+
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3
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+
心理恐怖 · 规则怪谈 · 民俗恐怖 · 都市怪谈 · 怪兽 · 灵异. It builds on `mystery` (questions and clues) and adds
|
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the threat, its rules and the dread. **The market decides what is allowed** (`params.market`,
|
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§7). Shared machinery: `story.md`.
|
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+
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7
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+
## 1. The promise — safe fear
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8
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+
|
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9
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+
- **Recreational fear**: fear enjoyed because the frame is safe — a flight simulator for anxiety
|
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10
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(adrenaline junkies, white-knucklers, dark copers). The genre promises rising fear, then release:
|
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11
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+
you survived, and you understood.
|
|
12
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+
- **King's ladder**: terror (what you imagine — the best) > horror (seeing something wrong) >
|
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13
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+
gross-out (the lowest, and effectively banned on the mainland). Live at terror and horror.
|
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14
|
+
- **Dread is an information gap in the audience's favour** (Hitchcock's bomb): mystery withholds *what
|
|
15
|
+
happened*; horror shows *that something is coming* and withholds when, where and what.
|
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16
|
+
- **Curiosity about the rules** (规则怪谈): the viewer rebuilds the hidden world from contradictory
|
|
17
|
+
rules (细思恐极) — in 短剧 an 智商碾压 payoff when the lead decodes the true rule.
|
|
18
|
+
- **The market**: overseas, thriller and horror are reported to grow fast among 18–30 viewers
|
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19
|
+
(trade-blog figures); psychological, domestic and paranoia thrillers suit 9:16 better than chases.
|
|
20
|
+
|
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21
|
+
## 2. The series
|
|
22
|
+
|
|
23
|
+
- **Knowledge drives the acts**: unaware → suspecting → certain. The golden segment establishes
|
|
24
|
+
normality and puts **the first sign of wrongness in E1, within 15 s**, and one threat event (a victim,
|
|
25
|
+
a disappearance, a near miss). Escalation raises the stakes in stages (property → a secondary
|
|
26
|
+
character → a loved one → the lead). **The midpoint** is usually the rule or nature reveal, often
|
|
27
|
+
after a false win — the lead stops reacting and starts driving. Late escalation shows the monster
|
|
28
|
+
more (the Jaws rule: hold the full reveal as long as possible); allies fall; the "safe" rule turns out
|
|
29
|
+
corrupted. **The climax is won by exploiting the rules**, not force.
|
|
30
|
+
- **规则怪谈 anatomy**: the rulebook is the setting (a hospital, a school, a hotel, a compound, a zoo);
|
|
31
|
+
a human side writes rules to protect, an abnormal side contaminates them; contradictions (the
|
|
32
|
+
student vs the teacher handbook; red ink) force the characters to tell true rules from false. Beat
|
|
33
|
+
map: enter the instance and receive the rulebook → the first rule-breaker dies (the rules are real)
|
|
34
|
+
→ the lead spots an anomaly → a contradiction exposes a false rule (midpoint) → the hidden true rule →
|
|
35
|
+
the rules turned against the monster → the way out, and a sting.
|
|
36
|
+
- **Endings**: overseas and J-horror allow a sting (the curse spreads); **mainland endings close
|
|
37
|
+
rationally with a positive value** (《蛇影谜踪》 closes on 敬畏自然).
|
|
38
|
+
|
|
39
|
+
**Tracked in the outline** (gate `story-horror`): `outline.horror: { subgenre, threat: { nature,
|
|
40
|
+
firstSignEp, glimpseEps[], revealEp, explanation: { type: 人为 / 幻觉 / 科学 / 骗局 / 精神 / 超自然, revealEp,
|
|
41
|
+
clueEps[] } } }`, `outline.horrorRules[]: { id, text, isTrue, shownEp, brokenEp?, consequence }`, and on
|
|
42
|
+
each outline episode `scares: [氛围 / 假警报 / 惊吓 / 揭示 / 规则惩罚]`.
|
|
43
|
+
|
|
44
|
+
| rule | default | why |
|
|
45
|
+
| --- | --- | --- |
|
|
46
|
+
| `scare-cadence` | a real scare (惊吓 / 揭示 / 规则惩罚) in ≥ 80 % of episodes | "a cliffhanger every minute"; the core promise |
|
|
47
|
+
| `false-alarms` | a false alarm is followed by a real scare in the same episode, never two episodes running | the cat scare sets up the real one |
|
|
48
|
+
| `early-threat` | the first sign in E1 | the 15-second hook |
|
|
49
|
+
| `hide-the-monster` | the full reveal past the half, with ≥ 2 glimpses before it | the unseen is scarier; the Jaws rule |
|
|
50
|
+
| `fair-rules` | a rule is shown before anyone is punished by it | dread needs the audience to know the rule |
|
|
51
|
+
| `rule-horror` (规则怪谈) | ≥ 5 rules, the first by E2, a false or contradicting rule by the midpoint | true vs contaminated rules is the game |
|
|
52
|
+
| `mainland-explanation` (`market: mainland`) | the threat is explained by 人为 / 幻觉 / 科学 / 骗局 / 精神, revealed in the climax, with ≥ 2 clues planted ≥ 2 episodes before | ghosts confirmed real, fortune-telling that comes true and 封建迷信 are red lines; an unplanted "it was a dream" cheats |
|
|
53
|
+
|
|
54
|
+
## 3. The episode
|
|
55
|
+
|
|
56
|
+
- **The scare cycle**: quiet → build (sound drops, focus narrows) → a false alarm → relief → the real
|
|
57
|
+
scare, often from a misdirected angle. Ration the false alarms.
|
|
58
|
+
- **The 60-second template** (TikTok horror): 0–3 s a hook (a sound, an image, a line of text); set up a
|
|
59
|
+
pattern and crack it a little each pass; the turn; a lingering image — the cliff.
|
|
60
|
+
- **Imply, don't show**: "let the mind supply the rest" — Blumhouse avoids CGI because the imagined is
|
|
61
|
+
scarier; this is also what makes horror cheap for AI video.
|
|
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|
+
- **Cliffs** are mostly 危机 (the threat imminent) and 反转 (the ally is the monster; the rule was false).
|
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|
+
- **Vary the mechanism**: 《逃出绝命岛》 was criticised for repeating "狼来了" (she warns, nobody listens,
|
|
64
|
+
someone dies) until it bored. Mark the escalation with an `intensity` per episode if you track it; put a
|
|
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|
+
quieter breather after a peak.
|
|
66
|
+
|
|
67
|
+
## 4. Characters
|
|
68
|
+
|
|
69
|
+
- **The survivor (final girl)**: watchful, level-headed, the first to sense something amiss and the
|
|
70
|
+
only one to piece the pattern together — in 短剧 each 爽点 is often her reading the rules right.
|
|
71
|
+
- **The skeptic** denies the threat and dies or converts; on the mainland the skeptic can be *right
|
|
72
|
+
about the mechanism* (a human is behind it) while wrong about the danger.
|
|
73
|
+
- **The expert** (the folklorist, the old caretaker, the rules veteran) delivers the backstory and is
|
|
74
|
+
lost by the late escalation so the lead acts alone.
|
|
75
|
+
- **The first victim** proves the threat and the rules, by E3.
|
|
76
|
+
- **The human antagonist** (the snake dealer, the one faking the haunting) — required on the mainland,
|
|
77
|
+
useful everywhere for 打脸 / 复仇.
|
|
78
|
+
- **No idiot plot**: every bad choice has a motive — forced, deceived, protecting someone, a false rule
|
|
79
|
+
believed in good faith.
|
|
80
|
+
|
|
81
|
+
## 5. Beats and freshness
|
|
82
|
+
|
|
83
|
+
The rulebook reveal; the first rule-breaker's death; "don't look back / don't answer"; the wrong
|
|
84
|
+
mirror or door; the count off by one; the ally who knows too much; the false safe zone; the red-ink
|
|
85
|
+
rule; the monster at the frame edge; the curse spreading like information (J-horror); the wronged
|
|
86
|
+
dead with a grievance (onryō, the K-horror family trauma). **Fresh**: 民俗 / 志怪 anthologies (the pawnshop
|
|
87
|
+
that takes cursed objects), creature features (《逃出绝命岛》, 《蛇影谜踪》, hundreds of millions of plays),
|
|
88
|
+
规则怪谈 / 诡异 / 末世 漫剧, and blends (horror + family, + 探案, + comedy). **Mainland-forbidden or high-risk**:
|
|
89
|
+
ghosts confirmed real, fortune-telling or feng-shui that works, karma as a real mechanism, detailed
|
|
90
|
+
religious or cult ritual, gore and "画风观感不适", minors in terror scenes, pure ghost horror in AI 漫剧.
|
|
91
|
+
|
|
92
|
+
## 6. Dialogue and tone
|
|
93
|
+
|
|
94
|
+
Short, plain, concrete. **Rules in a flat bureaucratic register** — the authority is where the fear
|
|
95
|
+
comes from ("even nonsense sounds reasonable written as a rule"). Understatement over exposition:
|
|
96
|
+
silence, a sound cue, one wrong detail; characters do not narrate their fear. A dry line after a false
|
|
97
|
+
alarm resets the baseline so the next build lands harder. On the mainland: 爽而有度, fear resolved into
|
|
98
|
+
reason, a closing value (反迷信, 敬畏自然, 惩恶).
|
|
99
|
+
|
|
100
|
+
## 7. The market — mainland and overseas
|
|
101
|
+
|
|
102
|
+
- **Mainland** (`params.market: mainland`, the default): the 2017 content review code bans promoting
|
|
103
|
+
superstition and rendering terror; the absolute red lines are 色情低俗, 血腥暴力恐怖, 封建迷信 and 错误价值观;
|
|
104
|
+
tiered review and 先审后播, and since 2026 platforms review every uploaded micro-drama. **The practical
|
|
105
|
+
line**: 灵异 as atmosphere is allowed **when the ending explains it** (hallucination, fraud, a human,
|
|
106
|
+
the mind); never confirm ghosts, never let fortune-telling come true. The "建国后不许成精" rule is a myth,
|
|
107
|
+
but the pattern is real; period and 聊斋-style settings get more leeway. The 红果 / 抖音 漫剧 rules (from
|
|
108
|
+
2026-04-07) ban 风险迷信 and 画风观感不适 and reportedly pure ghost horror and supernatural 金手指 for AI
|
|
109
|
+
漫剧; the viral "three banned genres" list for live action was officially denied — treat 灵异 as
|
|
110
|
+
high-risk, not banned.
|
|
111
|
+
- **Overseas** (`params.market: overseas`): the supernatural may be a real mechanism (cursed manors,
|
|
112
|
+
werewolves, onryō curses); the limits are app-store and ad policies on gore and minors; keep the
|
|
113
|
+
threat's rules consistent and answer the central question even if the ending stings.
|
|
114
|
+
|
|
115
|
+
## 8. Sources (read as search summaries)
|
|
116
|
+
|
|
117
|
+
Wikipedia on 红果 and 规则怪谈; 知乎 and 腾讯频道 on 规则怪谈 craft; 萌娘百科 on 规则类怪谈 and 建国后不许成精; 中国作家网 on
|
|
118
|
+
规则怪谈 and control; Filmustage on vertical genres (trade figures); 新浪财经 on 2025 漫剧; Byerisk on superstition
|
|
119
|
+
red lines and the red-line table; IT之家 on 红果's denial; 36氪 / 腾讯 on 《蛇影谜踪》 and 《逃出绝命岛》; Far Out
|
|
120
|
+
(Hitchcock); No Film School on Jaws and Blumhouse; Wikipedia on horror and terror and the final girl;
|
|
121
|
+
Psychology Today on recreational fear; Kuciak on horror's three acts; Stone Age Herbalist on J-horror;
|
|
122
|
+
Backstage on jump scares; TIME and Little House of Horrors on TikTok horror; Filmora on ReelShort; Asian
|
|
123
|
+
Movie Pulse on K-horror; 腾讯 红榜 on 民俗志怪; 腾讯 on the 红果 漫剧 rules; 界面 on the decline of Chinese horror
|
|
124
|
+
film; 新华网 on the 2017 review code, the 2025 tiered review and 凡播必审 (2026).
|
|
@@ -0,0 +1,127 @@
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|
1
|
+
# Story genre `mystery` — 悬疑
|
|
2
|
+
|
|
3
|
+
推理 · 刑侦 · 悬疑复仇 · 惊悚. In 短剧 the pure puzzle is rare and hard to sell (红果's 悬疑推理
|
|
4
|
+
category drew 200+ titles, very few past 5,000万 heat); the hits **blend suspense with an emotional
|
|
5
|
+
payoff** — 《引她入室》 is a family revenge story in a suspense frame. So the default here is
|
|
6
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+
悬疑 + 复仇 / 身份 爽点, with clue-solving as the way the 智商碾压 or the 身份揭露 is delivered.
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7
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Shared machinery: `story.md`.
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## 1. The promise — curiosity, dread, the click
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- **Three pleasures**: curiosity (what happened, who did it), dread (what will happen, when), and
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the click — the answer was in plain view all along.
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- **Who knows what** (McKee): mystery (the characters know more → curiosity), suspense (both know
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the same → worry), dramatic irony (the audience knows more → dread).
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- **Hitchcock's bomb under the table**: surprise buys 15 seconds; showing the bomb and the clock
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buys 15 minutes. **Keep the central whodunit a mystery, but run most episodes as suspense or
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irony** — the audience sees the threat and the clock, the character does not. Irony delivers
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tension in 60 seconds; a pure puzzle needs setup time the format does not have.
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## 2. The series — one question, layered secrets
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- **Play the cards early.** Plant every 梗 and 伏笔 in roughly the first 30 episodes and use the
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rest to decode them. The first ten are the golden window: the main line, the core hook, and
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"what kind of story this is".
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- **A central question over everything, small questions that last an episode or two** ("a ball of
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questions rolling"). Each answer exposes a deeper question.
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- **逻辑闭环**: every step from the crime to the solution is explained, and every detail the
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investigator uses was set up earlier.
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- **Case-of-the-week plus a through-line** works (《朱雀堂》: each case closes, the main-line
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伏笔 accumulate); so does a jigsaw of timelines (《漫长的季节》, the two lines merging at the end of
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episode 1 to pay off the device early).
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| phase | what |
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| --- | --- |
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| golden (~E1–10) | the inciting crime or secret in E1; the **central question stated by E3**; the investigator, the victim and all major suspects — **the culprit included** — on screen; a first small question answered by E3; a layer-2 reversal at the paywall |
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| escalation | layered secrets; false suspects rise and fall; a **midpoint twist at 40–60 %** that reframes known clues rather than adding new ones |
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| climax | the central truth, **assembled from planted clues**, at 80 % or later; the justice or revenge payoff; 1–3 episodes of aftermath |
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**Tracked in the outline** (gate `story-mystery`):
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- `outline.mysteryMode`: `whodunit` (default) · `inverted` (the audience knows the culprit — the
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question is how they will be exposed) · `thriller` (a threat, not a puzzle: no culprit rule).
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- `outline.questions[]: { id, layer: 1 central / 2 major / 3 local, question, openEp, answerEp, clues[] }`.
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- `outline.clues[]: { id, kind: true / red-herring, what, plantEp, prop?, echoEps[], dismissedEp? }`.
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- `characters[].mysteryRole` (`investigator` `culprit` `accomplice` `suspect` `unreliable-ally`
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`victim` `witness`) and `firstEp`.
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+
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**The rules** (researched defaults, waivable on the user's request):
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| rule | default | why |
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| --- | --- | --- |
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| `central-question` | exactly one layer-1 question, opened by E3, answered at ≥ 80 % (runs ≥ 10) | the golden window; the truth in the climax |
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| `culprit-early` | exactly one culprit, first on screen by E5 / the golden phase (never after 30 %) | Knox 1, Van Dine: the culprit appears early and plays a real part |
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| `clue-count` | an answered question has ≥ 3 true clues (layer 1), ≥ 2 (layer 2), ≥ 1 (layer 3) | fair play: every clue to the solution is shown first |
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| `clue-lead` | a clue is planted ≥ 1 episode before a local answer, ≥ 3 before a major one, ≥ max(10, 15 %) before the central one; one central clue in the golden phase | too close and they see it coming; too far and they forget |
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| `clue-echo` | a clue planted more than 20 episodes before its payoff is echoed within 15 episodes of it | fragmented viewers need a reminder |
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| `red-herrings` | fewer red herrings than true clues; each dismissed before the truth | too many and the audience feels tricked, not tested |
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| `open-questions` | at most 6 open at any episode | the fragment viewer is lost past that |
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| `clue-on-screen` (script) | the beat that plants a clue is marked `clue: "K1"` in its plant episode | a clue is something the camera shows, never narration |
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+
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`story-advice` also notes a whodunit with fewer than 3 or more than 5 viable suspects and 反转
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cliffs above 35 % (twist fatigue).
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+
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## 3. The episode
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- Conflict or a reversal within 15 s, the story moving by 30 s, a suspense beat in the last 10 s;
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95 of 100 endings leave a hook. 红果 asks for three hooks a minute in the first 30 % of a 拉新
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drama.
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- **Answer one, open one or two.** Each episode closes or partly answers a small question and
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opens or escalates another. Quality over quantity; alternate 紧张 and 松口气.
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- **Hooks** (红果 tutorial): an unfinished accusation; an identity hint ("你真以为我不知道你是
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谁?"); a deadline; the cut at the instant emotion erupts; an unexpected figure; **a familiar face
|
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flashing across a CCTV frame**.
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- **Cliffs** by hook type: 身份 (the anonymous helper is…), 危机 (the bomb clock), 道具 (a clue object
|
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where it should not be), 反转 (an accepted fact overturned), 结果 (the body, the test result),
|
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情感 (the ally is lying).
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## 4. Characters and suspicion
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+
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- **The investigator** has a distinctive skill or persona and solves the case through their own
|
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reasoning on shown clues; in 悬疑复仇 it is often the wronged protagonist.
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- **The culprit** appears early, is someone the audience cares about, is not obvious, and their
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thoughts are **never shown** (no inner voice from the culprit before the truth). One mastermind;
|
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helpers are accomplices.
|
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- **3–5 viable suspects**, each with motive, means and opportunity on screen. Rotate the prime
|
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suspect ("前一刻认定的凶手,下一刻可能因新证据被推翻"). Give the real culprit one fair moment of
|
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+
suspicion, then clear them with an explanation that is plausible and false.
|
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- **The unreliable ally** — the helper with a hidden agenda — is the standard 反转 engine.
|
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+
|
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|
+
## 5. Clue craft
|
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90
|
+
|
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|
+
- **Fair play**: every clue leading to the solution is shown before the reveal; the investigator
|
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|
+
uses nothing the audience has not seen; no supernatural agency or unknown poisons unless the
|
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93
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+
genre says so (Knox, Van Dine).
|
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94
|
+
- **Chekhov**: every prop, skill or line introduced is a promise — pay it off or cut it.
|
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95
|
+
- **Hide in plain sight**: plant the true clue inside a beat that is doing something else (a 爽点
|
|
96
|
+
slap, an argument), in the background of a wide shot, or with an innocent explanation (the ring's
|
|
97
|
+
"flaw" read as marital symbolism). Bury it fourth in a list. **Red herrings may get the
|
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98
|
+
close-up; true clues usually should not at the plant.**
|
|
99
|
+
- **Pay off with a close-up and a flashback insert**, so fragmented viewers reconnect it. On the
|
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100
|
+
storyboard the plant is often an `evidence` cut in a wide, the payoff an `evidence` close-up.
|
|
101
|
+
- **Name puns** (吴池 = 无耻, 郑萋 = 正妻) are cheap, legible foreshadowing that suits 短剧.
|
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|
+
|
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|
+
## 6. Dialogue and tone
|
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+
|
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+
Separate what each character **knows** from what they can **prove**; every interrogation question
|
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106
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+
is a thrust, not a static Q&A. Subtext is want or fear expressed indirectly, carried by the body.
|
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107
|
+
**悬疑创作是克制的艺术**: concrete details, no overflowing emotion. Characters withhold for a
|
|
108
|
+
reason of their own, never because the writer needs a delay; every lie told on screen can later
|
|
109
|
+
be caught against something already shown. "笑着去讲悲伤的故事" hits harder than heavy lines.
|
|
110
|
+
|
|
111
|
+
## 7. What fails
|
|
112
|
+
|
|
113
|
+
强行反转 and 降智 characters; twists for show; the mystery box that never pays off; 高开低走 (a big
|
|
114
|
+
opening that collapses); a clue the audience never saw, a late culprit, a supernatural solution;
|
|
115
|
+
too many red herrings; relentless intensity with no character growth; too many characters too
|
|
116
|
+
early.
|
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|
+
|
|
118
|
+
## 8. Sources (read as search summaries)
|
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119
|
+
|
|
120
|
+
腾讯 / 搜狐 on 逻辑闭环 and clue density; 新浪 (producer 陈璐); 流媒体网 on the 红果 悬疑 category, 古装
|
|
121
|
+
悬疑 craft (《朱雀堂》) and 卡点; 腾讯 / CSDN "all cards in the first 30 episodes"; 红果 tutorial 06
|
|
122
|
+
(hooks) and 编剧第一课 (3 hooks a minute); 搜狐 (张静思); 电影界 / 百度百科 on 《引她入室》; 网易 / 知乎 on
|
|
123
|
+
《漫长的季节》; 界面 (潘依然, 《隐秘的角落》); 知乎 (点灯) on restraint and 高开低走; DataEye 2025; 澎湃 on
|
|
124
|
+
红果 2025; Hitchcock / Truffaut and Bordwell on the bomb; Knox's commandments; Van Dine's rules;
|
|
125
|
+
McKee on mystery vs suspense; StudioBinder and iwrity on Chekhov's gun; Writer's Digest and The
|
|
126
|
+
Write Practice on clues and red herrings; nailyournovel on the ball of questions; InkTip and
|
|
127
|
+
Filmustage on vertical drama; interrogation craft (StudioBinder, Bang2write); 文汇报 on 全程高能.
|
|
@@ -0,0 +1,103 @@
|
|
|
1
|
+
# Story genre `palace` — 宫斗 / 权谋
|
|
2
|
+
|
|
3
|
+
宫斗 · 宅斗 · 嫡庶之争 · 夺嫡 · 权谋复仇 · 女帝 / 女相 大女主. It pairs with the `costume-dark` or
|
|
4
|
+
`costume-idol` look and the `古装` register. Shared machinery: `story.md`.
|
|
5
|
+
|
|
6
|
+
## 1. The promise — winning with the mind
|
|
7
|
+
|
|
8
|
+
- **智性爽**: watching the heroine read the room, set a trap and flip the verdict. In 琅琊榜 "most
|
|
9
|
+
strategies rely on predicting how another person will react"; 《冒姓琅琊》 (2025) sold "知识即武器的智性爽感".
|
|
10
|
+
Revenge rewards a *power* reversal; 宫斗 rewards a *mind* reversal — the payoff is "she saw it
|
|
11
|
+
coming", not "she turned out to be rich".
|
|
12
|
+
- **升级**: the rank ladder is the progress bar (延禧攻略: becoming stronger alongside her).
|
|
13
|
+
- **道德资本**: the winner must deserve it — "I didn't want to fight; you forced me". Losers lack skill
|
|
14
|
+
or are exposed doing evil.
|
|
15
|
+
- **A tragic undertow** (optional): 甄嬛 won at the cost of love; 庆余年 is "a 爽文 shell over a cruel
|
|
16
|
+
truth" — in 短剧, one bittersweet beat near the end.
|
|
17
|
+
|
|
18
|
+
## 2. The series — schemes, a ladder, factions
|
|
19
|
+
|
|
20
|
+
| act | ~episodes (of 80) | function |
|
|
21
|
+
| --- | --- | --- |
|
|
22
|
+
| 入局 | 1–10 | low-rank entry (选秀, 庶女, 替身, 重生); the first humiliation and small counter-win; the first rank gain; the antagonist's faction in action; the 卡一 cliff (E8–12) is **a scheme near-exposure** |
|
|
23
|
+
| 立足 | 11–30 | scheme rounds of 3–6 episodes; allies, promotions, a patron; **the antagonist wins at least once** |
|
|
24
|
+
| 低谷 | 30–50 | a big frame-up succeeds (冷宫, demotion, 禁足, a lost child); an ally betrays; she starts the long plant |
|
|
25
|
+
| 反攻 | 50–70 | intel gathered, the antagonist's servants turned; factions realign; she rises faster |
|
|
26
|
+
| 夺权 | 70–end | **the master counter-scheme planted in Acts II–III pays off**; the final verdict, the top rank or the regency |
|
|
27
|
+
|
|
28
|
+
- **Long plants are the backbone**: 甄嬛传 plants "得一人心" in episode 1 and pays it off dozens later;
|
|
29
|
+
梅长苏's twelve-year setup unfolds as numbered moves (北燕, the 兰园藏尸案, 南楚); the 滴血验亲 counter-trap
|
|
30
|
+
begins the empress faction's collapse — **one scheme changes the factions**.
|
|
31
|
+
- **Each scheme across 3–6 episodes**: 埋 (a prop or intel in passing) → 发 (the accusation; a 危机
|
|
32
|
+
hook) → 危 (the verdict seems certain; a cliff) → 反 (the counter from what was planted; 智商碾压, a 反转
|
|
33
|
+
hook) → 罚 / 升 (the antagonist punished, her rank changes). **Overlap the arcs**: scheme B is planted
|
|
34
|
+
during scheme A's reversal.
|
|
35
|
+
- **Two modes of irony**, about half and half: the audience sees the poison go in (will she notice?),
|
|
36
|
+
or the heroine's plan is withheld (the reveal is the payoff). Too much withholding feels like a cheat.
|
|
37
|
+
|
|
38
|
+
**Tracked in the outline** (gate `story-palace`): `outline.rankLadder: { track, levels[] low → high }`,
|
|
39
|
+
`outline.rankEvents[]: { char, ep, to }`, `outline.schemes[]: { id, schemer, target, stakes: minor /
|
|
40
|
+
major / master, setupEp, revealEp, outcome: success / countered / backfired, counteredBy: { type:
|
|
41
|
+
intel / prop / ally / counter-trap / authority, ref, plantEp }, flaw, justice? }`,
|
|
42
|
+
`outline.factions[]`, `outline.allegiance[]: { char, ep, from, to, motive, foreshadowEp }`.
|
|
43
|
+
|
|
44
|
+
| rule | default | why |
|
|
45
|
+
| --- | --- | --- |
|
|
46
|
+
| `scheme-setup` | ≥ 2 / 5 / 20 episodes between setup and reveal (minor / major / master, the master scaled to the run); a master scheme planted in the first half | the long plant is the genre |
|
|
47
|
+
| `no-teleported-evidence` | every counter is planted before the reveal; every countered scheme records the loser's flaw | no evidence out of nowhere; every loss has a cause |
|
|
48
|
+
| `authority-not-rescue` | at most one scheme per phase countered by the emperor alone | the arbiter has an agenda |
|
|
49
|
+
| `competent-antagonist` | an antagonist scheme succeeds against the heroine before the midpoint | a strong enough villain saves a story |
|
|
50
|
+
| `rank-climb` | the first rank event by E12; ≥ N / 15 rises; no 15-episode gap; a low point at 30–60 %; the top rung in the last 10 % | the progress bar and its dip |
|
|
51
|
+
| `faction-realignment` | 2–4 factions; every switch of sides has a motive and foreshadowing ≥ 5 episodes earlier | betrayals are foreshadowed |
|
|
52
|
+
| `moral-capital` | the heroine only schemes against someone who schemed against her first (or records a justice goal) | 道德资本, and regulatory safety |
|
|
53
|
+
|
|
54
|
+
## 3. The episode
|
|
55
|
+
|
|
56
|
+
A cliff, a conflict and a reversal every episode (情绪未完、剧情刚翻新、人物状态临界值); the loop is
|
|
57
|
+
冲突 → 行动 → 反转 → 爽点. A trigger or danger episode ends on 危机 / 反转; the reveal episode pays in
|
|
58
|
+
智商碾压 / 打脸 / 复仇 / 身份揭露. Every accusation scene needs a witness chain: the maid → the 太医 → the
|
|
59
|
+
evidence prop.
|
|
60
|
+
|
|
61
|
+
## 4. Characters
|
|
62
|
+
|
|
63
|
+
- **The heroine** goes naive → burned → strategist; with 重生 she starts as a strategist and the arc
|
|
64
|
+
is the *cost* (an ally, a child, love).
|
|
65
|
+
- **The antagonist decides quality** — never a whetstone; every exit should feel regretful.
|
|
66
|
+
- **The emperor** is the prize and the root of all evil (the 欢宜香); an arbiter with his own agenda,
|
|
67
|
+
never a free rescue. A fresh variant: the emperor as a two-way opponent (《枕边刃》).
|
|
68
|
+
- **Allies play their own games** (安陵容 scoring a point in the chaos); **servants are pieces** — the
|
|
69
|
+
channel for intel and planted evidence; turning the antagonist's maid is the Act IV move.
|
|
70
|
+
- **Every schemer has a motive** (宫斗 is driven by family, 宅斗 by individual will).
|
|
71
|
+
|
|
72
|
+
## 5. Beats and freshness
|
|
73
|
+
|
|
74
|
+
The kit: 麝香 in ointment, the 红麝香珠, 假孕, 滴血验亲, 巫蛊 and poison, the 私通 frame, 选秀, 请安立规矩,
|
|
75
|
+
翻牌子, 冷宫, 禁足, 降位 / 晋封, 落水, 狸猫换太子, forged letters, scents, the 太医 testifying, 嫡庶, 分家, 夺嫡 and
|
|
76
|
+
站队. **Fresh**: knowledge as the weapon (冒姓琅琊); comedy and workplace framing (《我在皇宫搞内卷》, 《谁在说朕
|
|
77
|
+
坏话》); two strong leads with the emperor as the opponent; **reverse a stock trope** (the 滴血验亲 bowl
|
|
78
|
+
rigged by the accuser; the 假孕 exposed by a prop) for a fresh payoff at the same budget.
|
|
79
|
+
|
|
80
|
+
## 6. Dialogue
|
|
81
|
+
|
|
82
|
+
A threat phrased as concern ("妹妹身子弱,可要当心"); rank in the pronouns (本宫, 臣妾, 嫔妾, 奴婢);
|
|
83
|
+
punishment that sounds like mercy; truth said in public, meaning in private. Semi-classical but
|
|
84
|
+
readable in a minute; the reversal line is a crisp trap-question ("那这香囊,为何在你宫里的绣娘手里?").
|
|
85
|
+
|
|
86
|
+
## 7. What fails, and regulation
|
|
87
|
+
|
|
88
|
+
降智 schemers (找事逻辑); evidence from nowhere; the emperor as deus ex machina; too many consorts too
|
|
89
|
+
early; a rank that never moves; a heroine who only defends; an unforeshadowed betrayal. **Regulation**:
|
|
90
|
+
宫斗 left prime-time satellite TV in 2011 and was targeted again in 2019; NRTA opposes 历史虚无主义; the
|
|
91
|
+
2026 micro-drama measures ban distorting national history and require an AI label per episode;
|
|
92
|
+
critics call 宫斗 anti-intellectual. **In practice**: a fictional dynasty, no real emperors as
|
|
93
|
+
villains, scheming shown as costly, no cruelty to servants for gain, abortion, torture and 房中术 off
|
|
94
|
+
screen, 巫蛊 exposed as a frame-up, never real magic (`story-advice` flags them).
|
|
95
|
+
|
|
96
|
+
## 8. Sources (read as search summaries)
|
|
97
|
+
|
|
98
|
+
知乎 on 宫斗剧法则, 女频宫斗 and 滴血验亲; CSDN on 短剧 structure; 界面 / 澎湃 / 36氪 on 宅斗; 豆瓣 后宫指南; 维舟 on
|
|
99
|
+
宫斗 and 道德资本; 腾讯 / 搜狐 on 梅长苏's moves; 新华网 on 宫斗 and personality; 澎湃 / 虎嗅 (王倦); 腾讯 and 光明网
|
|
100
|
+
on 《冒姓琅琊》; 腾讯 红榜 (《我在皇宫搞内卷》); 网易 on 《谁在说朕坏话》; 流媒体网 三点论 and 卡点; 电影界 on 红果
|
|
101
|
+
编剧第一课; 360doc 编剧红宝书; 知乎 黄金手册; 三联 on 《甄嬛传》; 知乎 on 《女相师》; 百度百科 (《枕边刃》); CDT / 虎嗅 on
|
|
102
|
+
15 years of bans; 澎湃 (2019); NRTA 2025-02 notice and 2026-06 draft measures; 澎湃 on 宫斗 and workplace; 腾讯
|
|
103
|
+
/ 搜狐 on 降智; 中新网 (流潋紫); Strange Horizons on 琅琊榜; 界面 on 延禧攻略.
|