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interactive-branching
需要分支选择结构或交互式叙事地图时使用。
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
메뉴
需要分支选择结构或交互式叙事地图时使用。
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
剧本创作根编排技能。按意图-媒介-阶段-输出-约束进行路由,加载最小化协议+规范+原子组件。覆盖叙事、商业和交互式剧本。
在起草前需要具体的受众匹配诊断或目标段落说明时使用。
需要明确的硬边界、软约束和后期审查门控地图时使用。
在大纲前需要更强的角色、关系或世界观规则时使用。
需要广告、品牌或短视频转化导向的脚本时使用。
任务需要在生成前制定受限的上下文加载计划,或当前加载策略有上下文腐蚀风险时使用。
| name | interactive-branching |
| description | 需要分支选择结构或交互式叙事地图时使用。 |
Use this skill when player or audience choice must have tracked consequences.
interactive_branch_map: a branch structure with meaningful choices, consequences, and convergence points.When certainty = lost:
Ask: "What is the one choice in this story that would genuinely hurt to make?" Real branches start from decisions that cost something. Do not map until that choice is named.
When source = discover:
Start from the player's emotional stakes, not from the branch diagram. "What would a player regret choosing?" is more generative than a binary tree at this stage.
When source = construct:
Apply the full workflow: define choice question → track state and consequences → design expansion and convergence. Each branch must differ in value, state, or relationship outcome, not just in surface narrative.
When focus = event:
Primary activation context. Branch structure is fundamentally event-layer work: causality, consequence tracking, and convergence logic. Load ka.medium-branching-interactive and ka.causality-chain first.
When focus = character:
Character-state tracking is what makes interactive branching feel coherent. Ensure each branch records what the player now knows, feels, or owes — not just what happened.
wp.interactive-branch-maprb.interactive-branch-mapka.causality-chainka.cross-protocol-referral-edgeska.medium-branching-interactiveka.medium-game-narrativeka.theme-pressure