--- name: narrative description: Structuring stories - premise, theme, stakes, logline, three-act structure, hero's journey, story beats, scene goals and conflict, pacing, and outlines - for books, film, animation, games, and brand storytelling. Load when developing a plot, writing a logline or synopsis, building a beat sheet, diagnosing a sagging middle or weak ending, or planning how story is delivered in a medium. --- # Narrative Story track: `worldbuilding` -> `narrative` -> `character-design`. Vision comes from `creative-direction`. ## Purpose Shape premise and characters' choices into a structure that builds meaning and emotion toward a satisfying end. ## Inputs - Creative brief, tone, pillars (`creative-direction`). - World conflicts and rules (`worldbuilding`). - Protagonist want, need, and flaw (`character-design`), developed together with plot. - Medium and length constraints (feature, series, interactive, picture book). ## Framework 1. **Premise**: who wants what, what stands in the way. Compress into a logline. 2. **Theme**: the argument or question the story explores; test it through the ending, not by stating it. 3. **Stakes**: what is lost on failure, personal as well as external; escalate them. 4. **Structure**: pick a scaffold as a tool, not a mould. - Three acts: setup, confrontation, resolution; turning points between them and a midpoint shift. - Hero's journey (Campbell, adapted by Vogler): ordinary world, call, threshold, trials, ordeal, reward, return. 5. **Beats**: list the key story moments (inciting incident, first turning point, midpoint, low point, climax, resolution). Each beat changes the situation. 6. **Scenes**: every scene has a goal, conflict, and outcome that shifts something; cut scenes that change nothing. 7. **Pacing**: vary intensity and quiet; plant setups early and pay them off; escalate rather than repeat. 8. **Medium fit**: interactive work must also account for player agency, branching, and pacing under player control; serial work needs per-episode and season arcs. 9. **Ending**: should be earned by choices made, and answer the theme. ## Output ``` STORY OUTLINE Logline: Theme (question / argument): Stakes (external / personal): Structure used: Beat sheet: beat | what changes | emotion Scene list: goal | conflict | outcome Setups -> payoffs: Ending and how it answers the theme: ``` ## Quality checklist - Logline states protagonist, goal, and obstacle. - Each beat changes the situation or the character. - Stakes rise through the middle. - Ending follows from protagonist's choices, not coincidence. - Setups have payoffs; payoffs have setups. ## Anti-patterns - Following a template mechanically while the story goes dead. - Passive protagonist to whom things happen. - Deus ex machina endings. - Theme preached in dialogue. - Stakes that never become personal. ## Handoff - Plot needs for cast -> `character-design`; refine want, need, and arc there. - Missing setting facts -> `worldbuilding`. - Key moments and locations -> `visual-development` (keyframes, colour script). - Tone drift -> `creative-direction`.