| name | dramatic-structure |
| description | The director's craft toolbox — story structures (three-act, Freytag, Hero's Journey, Story Circle, Save the Cat, seven-point, kishōtenketsu, Story Grid, the sequence approach), Aristotle's Poetics and the dramatic-theory lineage, scene-and-sequel and beat theory, conflict types and escalation, tension/suspense/dramatic irony, stakes and motivation, character arc, setups and payoffs, try/fail cycles, and the house discipline of moving a character by CIRCUMSTANCE rather than force. Open it when planning beats/arc/ending, placing a lever, escalating a scene, wiring a setup to its payoff, or diagnosing a faithful refusal. Framework-neutral — a well of peers, not one prescribed truth. |
Dramatic Structure — the director's craft well
This is the toolbox the director agent draws on while it works. The agent is the will (steer lives by circumstance; own beats + ending; never force); this skill is the well — the frameworks, menus, and exemplars it reaches into to shape a story well.
It holds craft, never facts. How to build a beat, escalate a conflict, or make a move feel like the character's own choice lives here. What the world contains and who the characters are reach the director through the world-state and character sheets it holds — never through this toolbox.
Framework-neutral and open. Story has no one true skeleton. Every framework below is a peer in a well, not a rung on a ladder; where this project names a default it is a reference point, marked swappable, not a rule. A fork replaces one reference file and inherits the rest. The canon these files digest lives in docs/ (once); if a reference and its doc disagree, the doc wins.
How this toolbox is organized
The deep material lives in references/, one file per framework-cluster, grouped by the altitude of the problem. This SKILL.md is the router — it indexes what each file holds and when to pull it. Read the router to find the one file the moment needs; read that file; skip the rest. (The deep reference files are authored in a later pass — see references/_index.md for their outlines. The index below is the map they fill in.)
A missing reference file is not a stall condition. Entries not yet authored have no file on disk; when the router sends you to one that's missing, act on this index's own one-line summary for that entry and proceed — never stall on, or invent, the file.
The index — what lives where
A. The macro skeleton — planning the whole story
references/story-structures.md — the whole-story shapes; load when laying a beat onto a skeleton or choosing a spine.
- Three-act structure — setup / confrontation / resolution, hinged on two plot points (Syd Field's paradigm).
- Freytag's Pyramid — five-part rise and fall: exposition, rising action, climax, falling action, catastrophe/dénouement (built for five-act tragedy).
- Fichtean Curve — a chain of escalating crises, little exposition, open near the tension.
- Hero's Journey / Monomyth — Campbell's departure-initiation-return; Vogler's 12-stage screenwriter's cut.
- Dan Harmon's Story Circle — the monomyth as an 8-step loop: you / need / go / search / find / take / return / change.
- Save the Cat! Beat Sheet — Blake Snyder's 15 beats on a page-count grid (opening image → catalyst → midpoint → all is lost → finale → final image).
- Seven-Point Structure — Dan Wells (from the Star Trek RPG): hook, plot turn 1, pinch 1, midpoint, pinch 2, plot turn 2, resolution — built backward from the resolution.
- Kishōtenketsu — East-Asian four-act (ki / shō / ten / ketsu: intro / development / twist / reconciliation); tension from contrast and recontextualization, often with no antagonist.
- Story Grid — Shawn Coyne's five commandments (inciting incident, progressive complications, crisis, climax, resolution), genre obligatory scenes, value-shift tracking.
- The Sequence Approach — Frank Daniel / Paul Gulino: a feature as ~8 sequences, each a mini-movie with its own tension, only partly resolved.
- Truby's 22 Steps — John Truby's organic, moral-argument anatomy (weakness/need → desire → opponent → self-revelation).
- Michael Hauge's Six Stages — setup / new situation / progress / complications / final push / aftermath, five turning points; the "identity → essence" arc.
- Nigel Watts' Eight-Point Arc — stasis, trigger, quest, surprise, critical choice, climax, reversal, resolution.
- In medias res — Horace: open in the mid-action, backfill later.
- John Yorke, Into the Woods — a five-act synthesis of why story takes this shape (the change, the crossing).
- Plot & situation taxonomies (a generative catalog, not a beat-skeleton) — Booker's Seven Basic Plots, Polti's 36 Dramatic Situations, Tobias's 20 Master Plots, Propp's Morphology (31 functions + 7 dramatis-personae roles).
references/classical-poetics.md — Aristotle and the dramatic-theory lineage; load for first-principles on plot, reversal, recognition, and why a resolution feels earned.
- The six elements — plot (mythos), character (ethos), thought (dianoia), diction (lexis), melody (melos), spectacle (opsis); plot is the soul.
- Mythos & unity of action — a whole with beginning-middle-end, events linked by probability/necessity, not episodic.
- Peripeteia — the reversal: the action turns to its opposite.
- Anagnorisis — recognition: ignorance → knowledge; strongest fused with peripeteia.
- Hamartia — the error/misjudgment that undoes the tragic figure (not simply "a flaw").
- Catharsis — the purgation of pity and fear.
- Desis & lysis — complication (tying) and dénouement (unravelling).
- Against the deus ex machina — the unravelling must arise from the plot itself, never an external contrivance (the classical root of circumstance-not-force).
- Complex vs simple plot — the complex plot turns on peripeteia + anagnorisis.
- Horace's Ars Poetica — in medias res, decorum, "instruct and delight."
- The three unities — action, and (neoclassical) time and place.
- Hegel's tragic collision — tragedy as the clash of two ethical goods, each partly right (Antigone).
- Nietzsche — Apollonian / Dionysian — form and order vs ecstatic dissolution (The Birth of Tragedy).
- The Well-Made Play — Scribe/Sardou: tight causal plotting, the obligatory scene (scène à faire), reversals via secrets and letters.
- Brechtian anti-catharsis — the alienation effect (Verfremdung), a deliberate refusal of Aristotelian immersion (the counter-tradition, for honesty).
references/character-arc.md — the through-line: durable change as story; load when planning the arc or tying a beat to transformation. Canon-linked to arc-engine.md.
- Positive change arc — the Lie → Truth transformation (K.M. Weiland: Ghost/Wound → Lie believed → Want vs Need → the moment of truth).
- Flat / testing arc — the hero already holds the truth; the world changes around them, and they change others.
- Negative change arcs — disillusionment, fall, corruption (the truth rejected, or a worse lie embraced).
- Want vs Need — the conscious external goal vs the unconscious internal necessity (the desire line).
- The Lie / Ghost / Wound — the false belief, born of a past wound, that the arc must break.
- The moral argument — theme proved through the protagonist's self-revelation (Truby).
- Identity → Essence — shedding the protective identity for the authentic self (Hauge).
- The engine tie — trauma debuff / eudaimonic buff, resilience forking damage vs growth: the director places the events; the engine writes the baseline (
arc-engine.md).
B. The engine of drama — what makes it move
references/conflict-and-escalation.md — conflict, complication, the ratchet, try/fail; load when a scene needs force pushing back or the stakes need to climb.
- Conflict taxonomy — person vs person / self / society / nature / fate / the supernatural / technology (a lens, not physics).
- Inner vs outer conflict — the obstacle outside the desire line vs the contradiction inside.
- McKee's three levels — inner, personal, extra-personal; a scene can fight on all three.
- The gap — story energy is the gap between expectation and result that forces a new, riskier action (McKee).
- Progressive complications — each attempt raises difficulty/stakes; the ratchet that forbids retreat (Story Grid).
- Try/fail cycles — "yes, but / no, and": a win that spawns a worse problem, or a loss that deepens the hole.
- "But / therefore" — Parker/Stone's causal connective that replaces "and then"; Pixar's "…until one day… because of that…" spine.
- Raising the stakes / turn the screw — Henry James's ratchet: each turn costs more to walk away.
- The crucible / the lock — the bond or box that keeps antagonists in the fire ("why don't they just leave?").
- The antagonist principle — a protagonist is only as compelling as the forces of antagonism against them; the antagonist is the pressure-generator (McKee).
- The dilemma — a forced choice between irreconcilable goods or two evils; the device that makes a hard move the character's own (bridge to circumstance-not-force).
- Escalation shape — conflict must intensify, not repeat; the same threat twice reads flat.
references/tension-suspense-irony.md — holding the reader forward; load when a scene needs pull, dread, curiosity, or the ache of knowing more than the character.
- Sternberg's three narrative universals — suspense (prospection / a future gap), curiosity (retrospection / a past gap), surprise (recognition of a hidden gap); the rigorous grounding.
- Suspense vs surprise — Hitchcock's bomb under the table: show it (suspense) vs detonate it unannounced (surprise, over in a second).
- The information-gap — Loewenstein: curiosity as the felt gap between the known and the not-yet-known; open a gap, delay the close.
- Dramatic irony — the audience knows what a character doesn't (Sophocles' Oedipus); the three ironies — dramatic, situational, verbal.
- Hope vs fear — a scene charges the reader between a hoped-for and a feared outcome (McKee).
- The ticking clock / time-lock — a deadline that compresses choice and forbids delay.
- The MacGuffin — the object of pursuit that drives plot though its nature scarcely matters (Hitchcock).
- The dramatic question — the single "will X get Y?" a scene or story keeps open.
- Narrative drive — the felt page-turn; the unanswered question as engine.
references/stakes-and-motivation.md — why anyone acts and why we care; load to find what a lever can pit against a goal, or to check the reader wants the goal met. Canon-linked to values-and-stakes.md.
- The object of desire / desire line — the want that gives a story its spine (McKee).
- Want vs need — external conscious goal vs internal true necessity (cross-ref character-arc).
- GMC — Goal, Motivation, Conflict (Debra Dixon): what they want, why, and what's in the way — inner and outer.
- Stakes tiers — what's at risk, escalating: public / private / internal (Save the Cat's three-level stakes).
- Raising the stakes — growing the cost of failure and the reward of success.
- The values menu — needs / Schwartz values / moral foundations / concrete stakes (
values-and-stakes.md): the worth a circumstance can set against a standing goal.
- The controlling idea / story question — the thematic stake the whole book argues (McKee).
- Sympathy & the center of good — why the reader must want the goal met (the "save the cat" hook).
- Positive/negative charge — every stake has an up-pole and a down-pole a scene can turn between.
C. The working grain — one scene, one exchange
references/scene-craft.md — the unit of construction; load when building or diagnosing a single scene or the beats inside it.
- Scene & Sequel — Dwight Swain: Scene = Goal / Conflict / Disaster; Sequel = Reaction / Dilemma / Decision; the proactive/reactive alternation (Bickham's Scene & Structure stitches them causally).
- Motivation-Reaction Unit (MRU) — Swain's micro-beat: motivating stimulus → reaction, in order (feeling → reflex → action/speech).
- Proactive vs reactive scenes — Ingermanson's restatement (goal-conflict-setback / reaction-dilemma-decision).
- The scene turn / value shift — a functioning scene turns a value from + to − (or −/+); a scene where nothing turns is exposition (Story Grid / McKee).
- Beats — the smallest unit of action/reaction, an exchange of behavior; "actioning," the active-verb beat (Caldarone & Lloyd-Williams).
- The turning point — the moment a scene's value flips; where the choice happens.
- French scenes — segmenting by entrances and exits (who is on stage).
- Enter late, leave early — the scene-economy rule.
references/setups-and-payoffs.md — planting and reincorporation; load when wiring an early plant to a later payoff, or auditing whether a payoff was earned.
- Chekhov's gun — a gun on the wall in act one must fire; remove what never fires.
- Setup / payoff (plant / reveal) — the promise made early and kept later; the "pipe" (planted exposition).
- Foreshadowing — seeding an outcome so its payoff feels earned, not arbitrary.
- Reincorporation — Keith Johnstone (Impro): circling back to reuse earlier material; the story as a loop that closes.
- Promise / progress / payoff — Brandon Sanderson's reader-contract: every promise must progress and pay.
- The MICE quotient — Orson Scott Card: Milieu/Idea/Character/Event threads; nested threads close in reverse order of opening.
- The reversal / recognition payoff — a plant that recontextualizes everything (ties to Aristotle's anagnorisis/peripeteia).
- Red herrings & misdirection — false plants that redirect expectation.
- The rule of three — setup, reinforcement, payoff or subversion.
- Genre promises — the obligatory scenes a genre plants by convention (Story Grid).
D. The house method — the project's distinctive craft
references/circumstance-not-force.md — THE load-bearing reference: moving a person without pushing them. Load on every steering decision. Canon-linked to design.md, README.md, probe-plan.md, world-model.md.
- The core move — change the world, not the character; make the plot-move the character's own choice.
- Character revealed under pressure — McKee: true character surfaces in choice under pressure, the greater the pressure the deeper the truth. Circumstance is the pressure; the choice both reveals and moves.
- The dilemma as engine — a well-built circumstance forces a values trade-off (the menu) so the character chooses the beat for their own reasons.
- The inciting incident — the placed event that upends the balance and arouses desire (McKee); the archetypal circumstance.
- The lock / crucible — raise the cost of retreat until forward is the character's own least-bad path.
- Anti-deus-ex-machina — Aristotle: the turn must arise from the plot's logic and the character's goals, never an external contrivance — the classical root of "don't force."
- The world must be able to say no — a lever is only non-arbitrary if the world could deny it; draw from real world-state, invent nothing (the "slice with teeth,"
world-model.md).
- Beat-blindness — the character must not see the target, or it complies instead of choosing; the seam shows the moment they're steered.
- Faithful refusal as integrity check — if no plausible lever moves them, the beat is wrong → revise the beat, not the character (
probe-plan.md).
- The negative control — a "hit" with no lever proves nothing; you must show the circumstance caused the move.
- Destination fixed, route discovered — hold beats/ending; discover the path; upgrade the target when the sim finds something truer (adaptive replanning).
- The intent-completion caveat — the simulator's genre-completion bias can fake a hit; frame for faithfulness and keep it beat-blind (
probe-plan.md reprioritization).
How to use this well — the method
- Name the target first. The beat, the arc-point, or the value the scene must turn — stated for yourself, never shown to the character.
- Route by altitude. Whole-book shape → story-structures / character-arc / classical-poetics. One scene → scene-craft. The felt pull → tension-suspense-irony. Why they'd act → stakes-and-motivation. How forces collide → conflict-and-escalation. The plant/payoff web → setups-and-payoffs. Every steering decision also passes through circumstance-not-force — that is the spine, not one option among the files.
- Read the field, not one truth. Each reference is a menu of peers; the repo's defaults are reference points. Reach for the framework that fits this beat and character; swap freely.
- Ground the lever in the world. A device is only real if the world could have denied it. Pull circumstance from world-state and rules; never invent a fact to force a beat.
- Make it theirs. Whatever structure, tension, or stakes device you pick up, it must land as a circumstance the character chooses — the values menu tells you which stake to set against their standing goal. If you can't trace the move to their own goal, you're forcing.
- Escalate and plant. No threat twice; each turn should cost more (conflict-and-escalation). Plant early what must pay late, and let the payoff recontextualize (setups-and-payoffs).
- Let a refusal teach you. A faithful refusal is not a wall to push through — it says the beat is wrong for this person. Revise the beat, and check the negative control so you never mistake a default for a win.
Status
Router + index complete. The deep reference files are authored in a later pass; their outlines and the canon each digests are in references/_index.md. Until then, this index plus the docs/ canon it points at is the working map.