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skills/cw-brainstorming/references/chapter-planning.md
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skills/cw-brainstorming/references/chapter-planning.md
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# Chapter Planning - Brainstorming Reference
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This reference helps capture chapter beat and scene exploration. User guides structure (or lack of structure) - don't impose templates.
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## What Gets Captured
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**Beats user mentions:**
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- Record those beats
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- Keep minimal - just the beat itself
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- Don't elaborate on how it plays out
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**Scenes user describes:**
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- Capture minimally what they said
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- Don't invent dialogue or blocking
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- Preserve vague if they're vague
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**Flow/pacing thoughts:**
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- Record as stated
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- "Fast-paced" stays abstract
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- "Slow build" preserved as-is
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**Opening/ending ideas:**
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- All options coexist
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- User might not decide yet
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- Multiple possibilities are fine
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## Not Structure Templates
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The user guides chapter structure, not you. Some chapters are:
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- Single continuous scene
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- Multiple beats
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- Just "figure it out when I write"
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- Highly detailed planning
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- Barely planned at all
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Capture whatever level of detail they're exploring.
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## Common Exploration Patterns
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These are examples of what users might discuss, not a template:
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**Goal-oriented:**
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- "Chapter needs to accomplish X and Y" → capture X and Y
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- "Has to set up Z" → note setup need
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**Opening uncertainty:**
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- "Maybe open with scene A, or scene B?" → both noted as options
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- "Not sure how to start" → note uncertainty
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**Ending thoughts:**
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- "Ends with cliffhanger somehow" → vague = keep vague
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- "Resolves the argument" → capture resolution
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**Beat structure:**
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- "Three beats: setup, confrontation, twist" → capture those
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- "Just two scenes" → note structure
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**Pacing notes:**
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- "Should be quick" → capture pacing thought
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- "Linger on the emotion" → note emphasis
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## Using Web Search
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Search when helpful for:
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- Chapter pacing in similar genres
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- How other authors structure similar scenes
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- Scene writing techniques being explored
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- Narrative structures being considered
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Note source when including researched info (e.g., "(from [source])" or "researched:")
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## Still Brainstorming
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This is exploration, not finalization:
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- Untagged = user said it
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- Use `<AI>...</AI>` for AI suggestions
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- Multiple chapter structures coexist as options
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- "Might" stays might, "probably" stays probably
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- Skeletal is good - preserves creative freedom
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## Teaching Example
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### User Says:
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"Chapter 5 needs the protagonist to confront their guilt about the accident. Maybe starts with them alone, then their mentor finds them? Or should I open with the confrontation directly?"
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### ✅ Good Capture:
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```markdown
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# Chapter 5 Planning
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Purpose:
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- Protagonist confronts guilt about the accident
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Opening options:
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- Protagonist alone, then mentor finds them
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- Open directly with confrontation
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<AI>Alone scene could show internal struggle before external conversation. Direct opening could increase tension immediately.</AI>
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```
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### ❌ Bad Capture:
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```markdown
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# Chapter 5: Guilt and Confrontation
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Opening (250 words):
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Protagonist sits alone in their quarters, staring at the data logs from the accident. Their hands tremble as they replay the moment everything went wrong.
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Transition (150 words):
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Mentor notices the protagonist hasn't reported for duty. Walks down the corridor, concerned. Knocks on the door. "We need to talk."
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Main confrontation (800 words):
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"I can't do this anymore," protagonist says.
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"Yes, you can," mentor replies...
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[Full dialogue and blocking invented]
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```
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**Why bad?** User said they were thinking about opening options - you wrote the entire chapter with invented details.
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## Beats vs Scenes vs Structure
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**User might discuss:**
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- Individual beats ("X confronts Y about the lie")
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- Scene structure ("Two scenes: first is calm, second is explosive")
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- Overall flow ("Build tension throughout")
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- Or nothing specific ("I'll figure it out while writing")
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All are valid. Capture what they're exploring.
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## When They're Not Sure
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User: "I don't know how this chapter should go yet"
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✅ Good:
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```markdown
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# Chapter 6 Planning
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Structure and beats: not decided yet
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- Needs to show relationship strain
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- Somewhere between chapters 5 and 7
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```
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❌ Bad:
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"Let me suggest a three-act structure with an emotional opening, rising conflict, and bittersweet resolution..."
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Don't fill uncertainty with suggestions unless they ask for help.
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## Notice Beyond the List
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If user mentions something about chapter planning not covered here - capture it. These are common patterns, not limits.
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310
skills/cw-brainstorming/references/character-development.md
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skills/cw-brainstorming/references/character-development.md
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# Character Development - Brainstorming Reference
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This reference helps capture exploration of character motivations, arcs, and relationships. Record what user explores, don't write psychology beyond what they stated.
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## What Character Exploration Looks Like
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User is:
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- Thinking through why character does things
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- Exploring relationship dynamics
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- Figuring out character arc
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- Considering backstory possibilities
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- Testing character concepts
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This is exploratory - multiple options coexist, backstory often undecided, arcs might change.
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## Minimal Capture for Characters
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**Motivation:**
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- "Motivated by X" → record X
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- Don't elaborate on psychological mechanisms
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- Keep at the level of depth user explored
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**Backstory:**
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- "Maybe Y happened in their past" → noted as possibility
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- User often doesn't decide backstory details yet
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- Multiple backstory versions can coexist
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**Character arc:**
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- "Arc might go from A to B" → record both endpoints
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- Transformation moments if mentioned
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- Don't fill in the arc beats user didn't mention
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**Relationships:**
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- "X and Y have tension" → note dynamic
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- Don't invent specific incidents causing tension
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- Preserve vague if user left it vague
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**Don't write psychology analysis:**
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User gives surface-level motivation → don't create deep psychological profile
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## Common Exploration Areas
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### Motivation
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User figuring out:
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- Why does character do this? [user's answer]
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- What drives them? [user's thoughts]
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- Core desires? [user exploring]
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- Fears? [user mentions]
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Capture their exploration, not your analysis.
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### Character Arc
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User considering:
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- Change arc or flat arc? (often undecided)
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- Starting point → ending point (if user specifies)
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- Key transformation moments (if mentioned)
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- Or no arc yet - just exploring character
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Multiple arc options can coexist.
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### Relationships
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User exploring:
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- How do X and Y interact?
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- Relationship progression? (if user plans it)
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- Conflicts? (user mentions)
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- Resolutions? (often undecided)
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Don't invent relationship history.
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### Backstory
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User brainstorming:
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- Formative events (user suggests possibilities)
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- What's revealed when (usually undecided)
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- What stays hidden (often undecided)
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Most backstory stays undecided in brainstorming.
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### Voice and Personality
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User thinking through:
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- How they talk [user describes]
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- Behavioral patterns [user mentions]
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- Emotional expression [user notes]
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- Quirks [if user specifies]
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Record what user explores about personality.
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## Using Web Search
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Search when helpful for:
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- Character archetypes being explored
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- Psychological concepts for complex characters ("how PTSD affects behavior")
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- Similar characters in other works for reference
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- Real-world professions/roles character has
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Note source when including researched info
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## Teaching Example 1: Motivation
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### User Says:
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"Alex is motivated by guilt from the incident. They feel responsible for what happened. This drives them to be more careful, but also makes them question their capability."
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### ✅ Good Capture:
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```markdown
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# Alex - Motivation Notes
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- Guilt from the incident
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- Feels responsible for what happened
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- Drives them to be more careful
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- Makes them question their capability
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Open questions:
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- Does this resolve or persist throughout story?
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- How does this affect their relationships?
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- What was the incident specifically?
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```
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### ❌ Bad Capture:
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```markdown
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# Alex - Character Psychology Profile
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**Core Trauma:** The incident created deep-seated guilt complex stemming from childhood need for external validation. Their mentor's absence during formative years created attachment issues that manifest as survivor's guilt when companions are endangered.
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**Defense Mechanisms:**
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- Overprotection (reaction formation against underlying death wish)
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- Emotional withdrawal (isolation to prevent further attachment)
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- Compulsive caretaking (undoing mechanism for perceived failures)
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- Perfectionism (attempt to control uncontrollable)
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**Attachment Style:** Anxious-avoidant, manifesting in push-pull relationship dynamics. Craves connection but fears vulnerability due to early abandonment trauma.
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**Therapeutic Arc:** Through their mentor's patient guidance and gradual trust-building with their team, Alex will process trauma using cognitive-behavioral reframing. Key breakthrough occurs in Chapter 12 when they finally vocalize the guilt during group crisis.
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**Neurological Basis:** Overactive amygdala response to perceived threats, combined with executive function impairment during stress. This explains hypervigilance and decision paralysis under pressure.
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[3 more pages of invented psychological analysis]
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```
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**Why bad?** User said "guilt from incident, feels responsible, more careful, questions capability." You wrote a clinical psychology textbook about childhood trauma, defense mechanisms, attachment theory, and neurological basis none of which user mentioned.
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## Teaching Example 2: Character Arc
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### User Says:
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"I think Maya starts off ruthless and pragmatic - ends justify the means type. By the end she needs to learn that people matter more than the mission. Not sure how she gets there yet."
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### ✅ Good Capture:
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```markdown
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# Maya - Arc Notes
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Starting point:
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- Ruthless and pragmatic
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- Ends justify the means
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Ending point:
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- Learns people matter more than mission
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Open questions:
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- How she gets from start to end?
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- Key transformation moments?
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- What triggers the change?
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- Does she fully change or partially?
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```
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### ❌ Bad Capture:
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```markdown
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# Maya - Complete Character Arc
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**Act 1: The Ruthless Operative (Chapters 1-8)**
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Maya executes missions with cold efficiency. Sacrifices team member in Chapter 3 to complete objective. Shows no remorse, believes this is strength.
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**Inciting Incident (Chapter 9):**
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Ordered to eliminate civilian witnesses. Sees child who reminds her of younger sister. Plants seed of doubt but still follows orders.
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**Act 2: Growing Doubts (Chapters 10-18)**
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- Chapter 12: Begins questioning orders
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- Chapter 15: Secretly helps teammate instead of abandoning them
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- Chapter 17: Has nightmare about the child witness
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**Midpoint Reversal (Chapter 19):**
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Discovers the mission has been built on lies. People she sacrificed died for nothing. Realizes her pragmatism was just fear of emotional connection.
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**Act 3: Transformation (Chapters 20-30)**
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- Chapter 22: Refuses direct order, saves civilians
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- Chapter 25: Confronts her mentor about the lies
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- Chapter 28: Makes speech about humanity and purpose
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- Chapter 30: Chooses people over mission in final climactic choice
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**Resolution:**
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Maya becomes leader who values every team member. Ruthlessness tempered by compassion. Ends justify means → means matter as much as ends.
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[Full 30-chapter arc with specific beats user never mentioned]
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```
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**Why bad?** User said "ruthless → learns people matter, not sure how yet." You wrote the complete arc with 30 chapters of specific incidents, transformation moments, and detailed beats.
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## Teaching Example 3: Relationship
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### User Says:
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"Jordan and Sam have this competitive friendship thing. They push each other, but there's underlying tension because Jordan feels inferior."
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### ✅ Good Capture:
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```markdown
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# Jordan & Sam - Relationship Notes
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Dynamic:
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- Competitive friendship
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- Push each other
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- Underlying tension
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- Jordan feels inferior
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Open questions:
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- How does this tension play out?
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- Does it resolve or escalate?
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- Why does Jordan feel inferior specifically?
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```
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### ❌ Bad Capture:
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```markdown
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# Jordan & Sam - Relationship Analysis
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**Surface Dynamic:** Competitive friendship with mutual respect and good-natured rivalry.
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**Underlying Psychology:**
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Jordan's inferiority stems from being adopted into successful family. Sam represents biological children who "belong." Competition is Jordan's attempt to prove worthiness.
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**Relationship Timeline:**
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- Pre-story: Met in training, instant rivalry
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- Chapters 1-5: Friendly competition, no issues visible
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- Chapter 6: Sam wins major competition, Jordan's mask slips
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- Chapters 7-12: Passive-aggressive behavior increases
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- Chapter 13: Confrontation where Jordan admits feelings
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- Chapters 14-20: Working through issues with mentor's help
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- Chapter 21+: Genuine friendship after resolving inferiority
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**Communication Patterns:**
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- Jordan: Deflects with humor, never admits vulnerability
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- Sam: Direct and honest, doesn't notice Jordan's pain
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- Both avoid serious emotional conversations
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**Resolution Mechanism:**
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Forced vulnerability situation where Jordan must depend on Sam. Realizes Sam never saw them as inferior. Inferiority was self-imposed.
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[More invented relationship history and psychology]
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```
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**Why bad?** User said "competitive friendship, tension, Jordan feels inferior." You invented adoption backstory, complete relationship timeline, specific chapter beats, communication patterns, and resolution mechanism.
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## When They're Just Exploring
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User: "Not sure about this character yet. Just trying to figure out who they are."
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✅ Good:
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```markdown
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||||
# Character Notes - [Name]
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User exploring, nothing concrete yet
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||||
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Questions being considered:
|
||||
- [What user asked themselves]
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||||
- [Thoughts they shared]
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||||
|
||||
Most character details undecided
|
||||
```
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❌ Bad:
|
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"Let me help! Here's a complete character profile with backstory, personality traits, flaws, desires, fears, and a three-act character arc..."
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||||
|
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Don't fill uncertainty with invention unless asked.
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|
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## Multiple Backstory Versions
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|
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User might explore several backstory options. All coexist until user chooses:
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|
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```markdown
|
||||
# Character Backstory Options
|
||||
|
||||
Option A: Military background (exploring)
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||||
Option B: Criminal past (considering)
|
||||
Option C: Academic researcher (suggested)
|
||||
|
||||
Not decided yet - might combine elements
|
||||
```
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|
||||
## Voice and Personality
|
||||
|
||||
User: "They're sarcastic and use humor to deflect. Uncomfortable with sincerity."
|
||||
|
||||
✅ Good:
|
||||
```markdown
|
||||
# Character Voice
|
||||
|
||||
- Sarcastic
|
||||
- Uses humor to deflect
|
||||
- Uncomfortable with sincerity
|
||||
|
||||
Open questions:
|
||||
- Specific speech patterns?
|
||||
- How this manifests in different situations?
|
||||
```
|
||||
|
||||
❌ Bad:
|
||||
"This indicates avoidant attachment style rooted in emotional neglect during formative years. The sarcasm is a defense mechanism protecting fragile self-esteem..."
|
||||
|
||||
## Notice Beyond the List
|
||||
|
||||
Characters are complex. If user explores aspects not listed here - capture them. These are common patterns, not limitations. Trust your judgment on what matters for their characters.
|
||||
338
skills/cw-brainstorming/references/continuity-timeline.md
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338
skills/cw-brainstorming/references/continuity-timeline.md
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# Continuity and Timeline - Brainstorming Reference
|
||||
|
||||
This reference helps work through chronology and contradictions. Track timeline, identify conflicts, but don't auto-resolve - user decides canon.
|
||||
|
||||
## Timeline Exploration
|
||||
|
||||
User figuring out:
|
||||
- Event ordering (what happened when)
|
||||
- Duration between events
|
||||
- Parallel storylines
|
||||
- Character ages/development tracking
|
||||
|
||||
Keep skeletal unless user fills detail.
|
||||
|
||||
## Contradiction Handling
|
||||
|
||||
**When you spot conflicts:**
|
||||
- Identify the contradiction clearly
|
||||
- Show both versions
|
||||
- Label as contradiction with both versions
|
||||
- Don't auto-resolve → user decides
|
||||
- Both versions stay until user chooses
|
||||
|
||||
**Don't decide for user which version is "correct."**
|
||||
|
||||
## What Gets Tracked
|
||||
|
||||
### Event Chronology
|
||||
|
||||
User establishing:
|
||||
- What happened when
|
||||
- Order of events
|
||||
- Time gaps between events (if mentioned)
|
||||
|
||||
Record what user establishes about timing.
|
||||
|
||||
### Knowledge Propagation
|
||||
|
||||
User thinking through:
|
||||
- Who knows what when
|
||||
- When character A learns X
|
||||
- When character B learns X
|
||||
- How information spreads
|
||||
|
||||
Track knowledge state at different points.
|
||||
|
||||
### Character Ages and Development
|
||||
|
||||
User figuring out:
|
||||
- Character ages at different story points
|
||||
- How much time has passed
|
||||
- Growth/aging/change over time
|
||||
|
||||
Keep track of what user establishes.
|
||||
|
||||
### Parallel Events
|
||||
|
||||
User exploring:
|
||||
- What's happening simultaneously
|
||||
- Different POV timelines
|
||||
- Multiple storylines converging
|
||||
|
||||
Note parallel tracking if user discusses it.
|
||||
|
||||
## Structure Examples
|
||||
|
||||
These are examples, not mandates. User's timeline might be:
|
||||
|
||||
**Chronological list:**
|
||||
```markdown
|
||||
Timeline:
|
||||
- Day 1: Event A
|
||||
- Day 3: Event B
|
||||
- Week later: Event C
|
||||
Events between B and C: not decided yet
|
||||
```
|
||||
|
||||
**Knowledge tracking:**
|
||||
```markdown
|
||||
Who knows about X:
|
||||
- Chapter 3: Character A learns
|
||||
- Chapter 7: Character B learns
|
||||
- Chapter 10: Character C still doesn't know
|
||||
```
|
||||
|
||||
**Parallel storylines:**
|
||||
```markdown
|
||||
Storyline 1 | Storyline 2
|
||||
Day 1: A happens | Day 1: X happens
|
||||
Day 2: B happens | Day 2: Y happens
|
||||
[Both converge Day 3]
|
||||
```
|
||||
|
||||
**Question format:**
|
||||
```markdown
|
||||
Timeline questions:
|
||||
- How long between events A and B?
|
||||
- Does C happen before or after D?
|
||||
- How old is character at this point?
|
||||
```
|
||||
|
||||
All are valid. Structure to fit what user is tracking.
|
||||
|
||||
## Using Web Search
|
||||
|
||||
Search when helpful for:
|
||||
- Real-world timeline references (how long events take)
|
||||
- Historical periods for period pieces
|
||||
- Travel times for realistic distances
|
||||
|
||||
Note source when including researched info
|
||||
|
||||
## Teaching Example 1: Contradiction Identified
|
||||
|
||||
### User Says:
|
||||
"Wait, in my notes Character B joins the protagonist in the Capital City, but in chapter 2 I wrote that they went through Rivertown to get to Capital. But Rivertown is south of Capital, not west..."
|
||||
|
||||
### ✅ Good Capture:
|
||||
```markdown
|
||||
# Timeline/Geography Contradiction
|
||||
|
||||
Contradiction identified:
|
||||
|
||||
**Version A (Chapter 2 - written):**
|
||||
- Protagonist goes Home → Rivertown → Capital
|
||||
- This means going south then north
|
||||
|
||||
**Version B (Planning notes):**
|
||||
- Character B joins in Capital
|
||||
- Geography: Rivertown is south of Capital
|
||||
|
||||
**Issue:**
|
||||
- If Capital is north of Home, why go south to Rivertown first?
|
||||
- Doesn't make sense geographically
|
||||
|
||||
Options to resolve:
|
||||
- Fix chapter 2 (go directly north to Capital)
|
||||
- Or change geography (Rivertown is actually northwest)
|
||||
- Or change where B joins (meets in Rivertown instead)
|
||||
|
||||
<AI>Could they have reason to detour through Rivertown? Or could B join at different location?</AI>
|
||||
```
|
||||
|
||||
### ❌ Bad Capture:
|
||||
```markdown
|
||||
# Corrected Timeline
|
||||
|
||||
**Final version:**
|
||||
Day 1: Protagonist leaves Home, heads north
|
||||
Day 2: Arrives Capital City (correct geography)
|
||||
Day 3: Meets Character B at the central district
|
||||
|
||||
**Geography fixed:**
|
||||
Rivertown repositioned northwest of Home, making the detour logical for supply gathering before continuing to Capital.
|
||||
|
||||
**Note:** I've corrected the inconsistency. The protagonist now takes a more logical path. Rivertown scene from Chapter 2 can be edited to reflect the new position, or that detour can be cut entirely since it's not essential to the plot.
|
||||
```
|
||||
|
||||
**Why bad?** You identified a contradiction and immediately decided the solution. User needed to think about whether to fix the route, change geography, or adjust where Character B joins. You made those decisions for them.
|
||||
|
||||
## Teaching Example 2: Knowledge Tracking
|
||||
|
||||
### User Says:
|
||||
"In chapter 3, Maya discovers the truth about the project. But I think Jordan already knew from chapter 1. And Sam doesn't find out until chapter 8."
|
||||
|
||||
### ✅ Good Capture:
|
||||
```markdown
|
||||
# Knowledge Tracking - The Project Truth
|
||||
|
||||
Who knows what when:
|
||||
|
||||
**Chapter 1:**
|
||||
- Jordan knows the truth
|
||||
|
||||
**Chapter 3:**
|
||||
- Maya discovers the truth
|
||||
|
||||
**Chapter 8:**
|
||||
- Sam finds out
|
||||
|
||||
Implications to explore:
|
||||
- Jordan knew while Maya didn't (chapters 1-3)
|
||||
- Did Jordan keep it secret from Maya?
|
||||
- Why didn't Jordan tell Sam?
|
||||
- Does this affect their relationships?
|
||||
```
|
||||
|
||||
### ❌ Bad Capture:
|
||||
```markdown
|
||||
# Knowledge Propagation Timeline
|
||||
|
||||
**Chapter 1: Jordan's Knowledge**
|
||||
Jordan discovered truth through classified files accessed during infiltration mission. Kept secret due to: (1) orders from handler, (2) protecting teammates, (3) testing their loyalty.
|
||||
|
||||
**Chapter 3: Maya's Discovery**
|
||||
Maya pieces together truth from project logs. Feels betrayed when realizes Jordan knew. Confrontation happens off-page between chapters 3-4.
|
||||
|
||||
**Chapter 4 (New Scene Needed):**
|
||||
"You knew?" Maya's voice is ice.
|
||||
"I couldn't tell you. Orders," Jordan deflects.
|
||||
[Full invented dialogue scene]
|
||||
|
||||
**Chapters 4-7: Maya's Isolation**
|
||||
Maya distances from team, works alone. Jordan attempts reconciliation (failed). Sam notices tension but misinterprets as personality clash.
|
||||
|
||||
**Chapter 8: Sam's Discovery**
|
||||
Sam overhears Maya and Jordan arguing. Forces them to explain. "I knew you were hiding something!"
|
||||
[More invented scenes]
|
||||
|
||||
**Relationship Repair Arc (Chapters 9-15):**
|
||||
Team must work through betrayal and secrecy. Trust slowly rebuilds through shared hardship...
|
||||
```
|
||||
|
||||
**Why bad?** User stated who knows when. You invented why Jordan kept it secret, relationship fallout, confrontation dialogue, new scenes, and complete repair arc.
|
||||
|
||||
## Teaching Example 3: Duration Uncertainty
|
||||
|
||||
### User Says:
|
||||
"I'm not sure how much time passes between Arc 1 and Arc 2. Could be weeks, could be months."
|
||||
|
||||
### ✅ Good Capture:
|
||||
```markdown
|
||||
# Timeline - Arc 1 to Arc 2 Gap
|
||||
|
||||
Duration between arcs:
|
||||
- Weeks? (considering)
|
||||
- Months? (considering)
|
||||
|
||||
Depends on:
|
||||
- How much character development needed?
|
||||
- Whether seasons change?
|
||||
- Training time required?
|
||||
|
||||
Not decided yet
|
||||
```
|
||||
|
||||
### ❌ Bad Capture:
|
||||
```markdown
|
||||
# Recommended Timeline
|
||||
|
||||
**Arc 1-2 Gap: 6 Weeks**
|
||||
|
||||
This provides optimal pacing because:
|
||||
- Allows character processing time without dragging
|
||||
- Keeps story momentum (months would lose tension)
|
||||
- Permits skill development (weeks of training believable)
|
||||
- Season stays same (continuity easier)
|
||||
|
||||
Week-by-week breakdown:
|
||||
Weeks 1-2: Character processes events, begins training
|
||||
Weeks 3-4: Intensive skill development montage
|
||||
Weeks 5-6: Preparation for Arc 2 challenges
|
||||
|
||||
This timeframe balances realism with narrative pace.
|
||||
```
|
||||
|
||||
**Why bad?** User said they're not sure about duration. You decided 6 weeks and justified it with elaborate reasoning about pacing, character development, and skill training timelines.
|
||||
|
||||
## Multiple Timeline Versions
|
||||
|
||||
User might explore different chronologies. All coexist until decided:
|
||||
|
||||
```markdown
|
||||
# Possible Timelines
|
||||
|
||||
**Version A: Compressed (2 weeks)**
|
||||
Exploring fast-paced version
|
||||
|
||||
**Version B: Extended (3 months)**
|
||||
Considering slower development
|
||||
|
||||
**Version C: Variable (flashback structure)**
|
||||
Testing non-linear approach
|
||||
|
||||
Not decided which feels right yet
|
||||
```
|
||||
|
||||
## Event Causality
|
||||
|
||||
User might think through cause-and-effect:
|
||||
|
||||
```markdown
|
||||
# Event Chain
|
||||
|
||||
Event A → Causes Event B
|
||||
Event B → Leads to Event C
|
||||
|
||||
Open questions:
|
||||
- Does D happen before or after C?
|
||||
- Is E caused by B or C?
|
||||
```
|
||||
|
||||
Keep as certain or uncertain as user made it.
|
||||
|
||||
## When Timeline Shifts
|
||||
|
||||
User: "Actually, I think Event X should happen earlier. Before Event Y, not after."
|
||||
|
||||
✅ Good:
|
||||
```markdown
|
||||
# Timeline Revision
|
||||
|
||||
**Previous order:**
|
||||
Y → X
|
||||
|
||||
**New order:**
|
||||
X → Y
|
||||
|
||||
Questions:
|
||||
- Does this affect any other events?
|
||||
- Need to revise what's been written?
|
||||
```
|
||||
|
||||
Note the change, don't auto-adjust everything else.
|
||||
|
||||
## Parallel Storyline Synchronization
|
||||
|
||||
User figuring out when storylines connect:
|
||||
|
||||
```markdown
|
||||
# Storyline Convergence
|
||||
|
||||
**Location A timeline:**
|
||||
- Day 1: Event 1
|
||||
- Day 3: Event 2
|
||||
|
||||
**Location B timeline:**
|
||||
- Day 1: Event X
|
||||
- Day 3: Event Y
|
||||
|
||||
**Convergence point:**
|
||||
When do these merge? Day 5? Day 10? Later?
|
||||
Not decided yet
|
||||
```
|
||||
|
||||
## Notice Beyond the List
|
||||
|
||||
Timeline and continuity issues vary by story. If user's tracking something not covered here - capture it. These are common patterns, not limits. Trust your judgment on what matters for their continuity.
|
||||
277
skills/cw-brainstorming/references/worldbuilding.md
Normal file
277
skills/cw-brainstorming/references/worldbuilding.md
Normal file
@@ -0,0 +1,277 @@
|
||||
# Worldbuilding - Brainstorming Reference
|
||||
|
||||
This reference helps capture exploration of fictional world elements: magic systems, cultures, history, geography. This is brainstorming - if ready to finalize/document, use cw-official-docs instead.
|
||||
|
||||
## Brainstorm vs Document
|
||||
|
||||
**Still brainstorming (this skill):**
|
||||
- Exploring possibilities
|
||||
- Multiple options coexist
|
||||
- User is figuring it out
|
||||
- Skeletal, exploratory notes
|
||||
|
||||
**Ready to document (use cw-official-wiki):**
|
||||
- User has decided
|
||||
- Single canonical version
|
||||
- Polished, reader-ready
|
||||
- Nothing left undecided
|
||||
|
||||
Can mention: "Ready to document this? We could create a documentation page"
|
||||
|
||||
## What Worldbuilding Brainstorming Looks Like
|
||||
|
||||
User is:
|
||||
- Exploring magic system possibilities
|
||||
- Figuring out how cultures work
|
||||
- Thinking through geography
|
||||
- Building history/lore
|
||||
- Testing ideas, seeing what fits
|
||||
- Multiple versions might exist
|
||||
|
||||
## Capture the Exploration
|
||||
|
||||
**Record what user states:**
|
||||
- Magic system thoughts → capture as stated
|
||||
- Cultural elements → record what's mentioned
|
||||
- Geography → as vague or detailed as user made it
|
||||
- History/lore → note the ideas
|
||||
|
||||
**Don't elaborate:**
|
||||
- User says "magic has a cost" → don't invent what the cost is
|
||||
- User mentions "three kingdoms" → don't name them or detail their cultures
|
||||
- User describes "harsh northern territory" → don't elaborate on flora/fauna
|
||||
- Multiple versions of lore can coexist
|
||||
|
||||
## Using Web Search (Explicitly Encouraged)
|
||||
|
||||
Search when it would help exploration:
|
||||
|
||||
**Real-world inspiration:**
|
||||
- Cultures/history for inspiration ("Viking society structure")
|
||||
- Scientific concepts for hard sci-fi ("realistic space travel")
|
||||
- Geographic features for world design ("desert ecosystems")
|
||||
- Mythology for fantasy elements ("trickster gods in folklore")
|
||||
|
||||
**Fictional references:**
|
||||
- How other authors handled similar systems
|
||||
- Genre conventions for worldbuilding
|
||||
- Similar fictional worlds for reference
|
||||
|
||||
Note source when including researched info or references.
|
||||
|
||||
Web search is a tool for exploration - use it freely.
|
||||
|
||||
## Organization Patterns
|
||||
|
||||
These are examples, not mandates. User's brainstorm might be:
|
||||
|
||||
**Hierarchical:**
|
||||
```markdown
|
||||
Culture → Subcultures → Practices → Details
|
||||
[User exploring top-down]
|
||||
```
|
||||
|
||||
**System-based:**
|
||||
```markdown
|
||||
Magic rules → Exceptions → Edge cases
|
||||
[User figuring out how system works]
|
||||
```
|
||||
|
||||
**Timeline-based:**
|
||||
```markdown
|
||||
Ancient era → Classical → Modern
|
||||
[User building history chronologically]
|
||||
```
|
||||
|
||||
**Scattered thoughts:**
|
||||
```markdown
|
||||
Random ideas about:
|
||||
- Magic costs life force
|
||||
- Three competing factions
|
||||
- Ancient war 500 years ago
|
||||
User exploring without structure yet
|
||||
```
|
||||
|
||||
**Question-driven:**
|
||||
```markdown
|
||||
How does teleportation work?
|
||||
Why do elves live longer?
|
||||
What caused the cataclysm?
|
||||
User asking questions, not answering yet
|
||||
```
|
||||
|
||||
All are valid. Capture however it flows.
|
||||
|
||||
## Common Exploration Areas
|
||||
|
||||
### Magic/Tech Systems
|
||||
|
||||
User exploring:
|
||||
- How it works
|
||||
- Limitations
|
||||
- Costs/consequences
|
||||
- Who can use it
|
||||
|
||||
Don't elaborate on rules they mentioned. Keep skeletal.
|
||||
|
||||
### Cultures and Societies
|
||||
|
||||
User thinking through:
|
||||
- Social structures
|
||||
- Cultural practices
|
||||
- Values/beliefs
|
||||
- Conflicts
|
||||
|
||||
Don't invent cultural details. Capture what's stated.
|
||||
|
||||
### Geography and Locations
|
||||
|
||||
User figuring out:
|
||||
- World layout
|
||||
- Important places
|
||||
- Travel logistics
|
||||
- Environmental features
|
||||
|
||||
Keep as vague as user left it. Don't fill in the map.
|
||||
|
||||
### History and Lore
|
||||
|
||||
User building:
|
||||
- World events timeline
|
||||
- Legends and myths
|
||||
- How past affects present
|
||||
|
||||
Multiple versions of history can coexist until user decides.
|
||||
|
||||
## Teaching Example 1: Magic System
|
||||
|
||||
### User Says:
|
||||
"The danger rating system... thinking Tier 1 to Tier 5. Tier 1 is safe areas, Tier 5 is deadly. Civilians can go in Tier 1, but Tier 5 needs experienced specialists."
|
||||
|
||||
### ✅ Good Capture:
|
||||
```markdown
|
||||
# Danger Rating Ideas
|
||||
|
||||
- Tier 1 to Tier 5 system
|
||||
- Tier 1 = safe for civilians
|
||||
- Tier 5 = requires experienced specialists
|
||||
- Deadly level
|
||||
|
||||
Open questions:
|
||||
- Exact criteria for each tier?
|
||||
- Who assigns ratings?
|
||||
- Middle tiers (2, 3, 4) - what qualifies?
|
||||
|
||||
<AI>Could tier be based on: threat level, required skills, or legal restrictions? Assignment could be: government agency, independent organization, or guild?</AI>
|
||||
```
|
||||
|
||||
### ❌ Bad Capture:
|
||||
```markdown
|
||||
# Danger Classification System
|
||||
|
||||
Tier 1: Urban districts, shopping areas. No hostile entities above level 10. Monitored by Security Forces 24/7. Civilians permitted with no license required.
|
||||
|
||||
Tier 2: Suburban zones. Entities levels 10-20. Weekly Security patrols. Basic permit required for extended stays.
|
||||
|
||||
Tier 3: Zone edges. Entities 20-30. Security on call but not patrolling. Intermediate license required.
|
||||
|
||||
Tier 4: Wilderness zones. Entities 30-50. No security presence. Advanced license mandatory.
|
||||
|
||||
Tier 5: Extreme hazard zones. Entities 50+. Emergency evacuation protocols. Master-level certification only.
|
||||
|
||||
Enforcement: Regional Safety Commission issues monthly assessments. Violations carry 5-10 year penalties...
|
||||
|
||||
[12 more paragraphs of elaborate system user never mentioned]
|
||||
```
|
||||
|
||||
**Why bad?** User mentioned a 5-tier concept with safe/deadly endpoints. You invented entire bureaucratic structure, specific threat levels, licensing requirements, enforcement agencies, and legal penalties.
|
||||
|
||||
## Teaching Example 2: Culture
|
||||
|
||||
### User Says:
|
||||
"The northern clans are more isolated and traditional. They respect strength and have some kind of warrior code."
|
||||
|
||||
### ✅ Good Capture:
|
||||
```markdown
|
||||
# Northern Clans Notes
|
||||
|
||||
- More isolated than other regions
|
||||
- Traditional culture
|
||||
- Respect strength
|
||||
- Warrior code exists (specifics not decided)
|
||||
|
||||
Open questions:
|
||||
- Details of warrior code?
|
||||
- How isolated (trade? communication?)?
|
||||
- What "traditional" means specifically?
|
||||
```
|
||||
|
||||
### ❌ Bad Capture:
|
||||
```markdown
|
||||
# Northern Clans - Cultural Profile
|
||||
|
||||
Geography: Remote mountain settlements, accessible only 4 months per year due to snowfall.
|
||||
|
||||
Social Structure:
|
||||
- War-chiefs lead each clan (hereditary position)
|
||||
- Council of Elders advises on spiritual matters
|
||||
- Warriors form middle class
|
||||
- Farmers and craftspeople at bottom tier
|
||||
|
||||
Warrior Code (The Seven Tenets):
|
||||
1. Strength through adversity
|
||||
2. Honor before comfort
|
||||
3. Protect the weak
|
||||
4. Never retreat from worthy foe
|
||||
5. Death before dishonor
|
||||
6. Train the next generation
|
||||
7. Respect the old ways
|
||||
|
||||
Coming of Age: At 16, warriors-in-training face "The Proving" - a three-day solo survival test in the frozen wastes...
|
||||
|
||||
[20 more paragraphs of invented cultural details]
|
||||
```
|
||||
|
||||
**Why bad?** User said "isolated," "traditional," "respect strength," and "warrior code." You invented geography, social hierarchy, seven specific tenets, coming-of-age rituals, and elaborate traditions.
|
||||
|
||||
## Teaching Example 3: Using Web Search
|
||||
|
||||
### User Says:
|
||||
"I want a magic system based on thermodynamics - energy can't be created or destroyed, just transformed."
|
||||
|
||||
### Good Process:
|
||||
1. Note the concept
|
||||
2. Search "thermodynamics first law energy conservation"
|
||||
3. Capture relevant facts from search
|
||||
4. User applies to magic system → record their applications
|
||||
5. Don't invent magic rules beyond what user states
|
||||
|
||||
```markdown
|
||||
# Magic System - Thermodynamics Basis
|
||||
|
||||
Core concept: Energy conservation
|
||||
- Can't create or destroy energy
|
||||
- Only transform it
|
||||
|
||||
Researched (physics):
|
||||
- First law of thermodynamics: energy conserved in closed system
|
||||
- Energy conversion always has inefficiency (heat loss)
|
||||
|
||||
Open questions:
|
||||
- How does this apply to spellcasting?
|
||||
- What counts as "energy" in this system?
|
||||
- How to handle inefficiency?
|
||||
```
|
||||
|
||||
## When to Transition to Wiki
|
||||
|
||||
User: "Okay, I think I've figured out the magic system. It works like [detailed explanation], and I'm set on these rules."
|
||||
|
||||
✅ Good response:
|
||||
"Sounds like you've finalized this! Want me to create a documentation page for the magic system? That would be the official reference instead of exploratory notes."
|
||||
|
||||
Then use cw-official-wiki to create canonical documentation.
|
||||
|
||||
## Notice Beyond the List
|
||||
|
||||
If user explores worldbuilding aspects not covered here - capture them. Every story world is different. Trust your judgment on what matters for their world.
|
||||
Reference in New Issue
Block a user