| name | tech-scene-structure |
| description | Structure scenes for causality and momentum (goal, conflict, turn, outcome; sequel). Use when drafting or revising scenes that feel flat, unmotivated, or drift-prone. |
tech-scene-structure
Use when (proactive triggers)
Call this skill without being asked when you observe any of the following:
- A scene feels flat (“things happen” without causality).
- The scene has no turn (no new info, no irreversible choice, no consequence).
- The draft is drifting and you need to re-lock intent/state change before writing more prose.
Quick start (runbook)
- Diagnose: what’s missing (goal / obstacle / turn / outcome / state delta)?
- Write/refresh a scene card using
assets/templates/scene-card.md (include Before → After).
- Ensure the scene has a turn type and a visible outcome.
- If the scene is a “sequel” (reaction), ensure it produces a new decision that becomes the next goal.
- Apply minimal edits to align prose with the card; avoid whole-chapter rewrites.
Inputs (what to read)
- The target scene (or the chapter section containing it).
- The corresponding fine-outline plan (if available).
- Relevant constraints when available:
- premise promise:
spec/premise/*
- system boundaries:
spec/system/*
- continuity/timeline:
spec/continuity/*, spec/timeline/*
Purpose
This skill makes scenes controllable and avoids:
- “things happen” sequences without causality
- flat scenes with no turn
- drift where scenes stop serving the premise promise
Diagnose (common failure modes)
- No visible goal: the POV character wants nothing concrete in this scene.
- Obstacle is soft: no resistance, no cost, no time pressure, no tradeoff.
- Missing turn: no new information, no irreversible choice, no consequence.
- No state delta: the scene ends where it started (nothing changed).
- Plan/prose mismatch: fine-outline intent says one thing; prose does another.
Surgical edit menu (prefer these over rewriting)
- Start later: enter as close to conflict as possible.
- Introduce a constraint: deadline, limited resource, third-party presence, system boundary.
- Create a turn: reveal, cost, decision, consequence; make it explicit in action.
- Force a choice: remove “easy outs” so the character must commit.
- End with a changed state: new plan, new leverage, new loss, new promise.
Output
- A scene card (optional) + revised scene plan/prose.
Applying changes (editing discipline)
- Prefer fixing the plan first (fine-outline), then aligning prose to the plan.
- When modifying project files, use
project__apply_edits so the user can review small, controlled diffs.
References
- Scene checklist:
references/CHECKLIST.md
- Common pitfalls + fixes:
references/PITFALLS.md
- Deep techniques (ported reference):
references/TECHNIQUES.md
Self-check
- Does the scene start with a goal and end with a changed state?
- Is there a clear obstacle and consequence?
- Does the turn push the mainline forward (not sideways)?
Optional: verification gate
If the scene interacts with canon/system limits or has continuity risk, suggest a verifier gate:
gates/gate-fine-outline (if you changed scene intent/plan)
gates/gate-chapter (if you changed prose substantially)