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interactive-fiction【开发与工程】This skill should be used when the user asks to "write a branching story", "interactive fiction", "choose your own adventure", "plan the branches", "choice graph", "add a choice", "gamebook", "Twine", "Ink", "draft a branch", "where the branches rejoin", "add an ending", "unreachable chapter", "path continuity", "state-differs-by-path", or wants to p…
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choices. NOT for turning a finished linear book into an interactive edition in Ink or Twine (use adaptation).Plan, draft, and revise a branching book: a story project whose chapters
are passages joined by choices in their frontmatter. The chapters and
their choices are the source of truth. story continuity follows the paths
of choices, and story build --format twee or --format ink turns the
project into a playable Twine or ink story.
This skill owns books written to branch from the start. Turning an existing
linear book into an interactive edition (a branch map drawn from its scenes,
then a copied project) belongs to the adaptation skill; once that edition
project exists, draft and revise its chapters here.
A story project with story.md in the root. For a new book, start it with
the story-init skill first. Read story.md (language, pov, tense,
form, status, ifid) and chapters/_index.md, then the choices of
every chapter: together they are the graph. A small example is
examples/the-gull-rock-light, a
branch-and-bottleneck story with two endings.
choices entriesstate-differs-by-path,
unreachable-chapter, and the other branching findingsadaptation), drafting a linear
chapter (use chapter-writing), or a linear continuity audit (use
revision-continuity). Prose craft inside a passage still comes from
scene-craft and line-editingEach chapter is one passage. Its choices are where the reader can go:
choices:
- text: Search the rocks for Tobias
to: chapter-02
- text: Climb the tower to the lamp
to: chapter-03
The lowest-numbered chapter is the start.
Once any chapter has choices, the links are exactly the choices: a
chapter with none is an ending, and a chapter that leads on to one place
needs a single choice (text: Continue). With no choices anywhere the
book is linear again.
text becomes the link text: no [, ], |, ->, <-, or line
break, and no final <. Quote it if it looks like a number.
to is a chapter id. It may be the chapter itself (a loop) or, while
planning, a chapter-NN with no file yet; the builds need every target
written.
Agree the shape with the user before drafting; see
references/choice-graph.md for the structures, choice design, and
numbering. Then:
Draw the graph: every passage, every choice, every rejoin, every ending.
Count passages and endings against target-words and the form.
Number chapters so each choice leads to a higher number, except a loop
back. The promise, question, and clue ledgers, the clock and route
checks, story pacing, and the story diagram and story series
lifelines still read chapter numbers, so this keeps them close to the
paths.
Scaffold each passage as an outline chapter with its POV and cast, then
add its choices by hand (story add does not write them):
story add chapter 'The Landing' --number 1 --status outline --pov ada-fenn --character ada-fenn --hook decision --path .
Check the skeleton before writing prose. story links . warns
unreachable-chapter for every chapter no path from the start reaches,
and errors on a choice to a missing chapter, except a chapter-NN with
no file yet, which it allows as scheduled. So a typo such as
chapter-09 for chapter-08 passes: compare every to with the
planned passage list by hand, and once every passage has a file, run
story build . --format twee, which refuses any choice to a missing
chapter.
Record the state choices set that the CLI does not track (flags,
trust, items the reader can carry down one branch) in
notes/branch-map.md, a working file the CLI ignores: a table of each
flag, the chapter that sets it, and the chapters that read it.
Draft with the chapter-writing workflow (outline, approval, prose,
post-write updates), with these differences:
story context chapter-NN --path . for every passage. In a branching
book it holds only what was drafted and learned on a path to that
chapter, so a sibling branch never leaks in.hook: decision) and make
each choice meaningful, informed, and acknowledged in the passage it
leads to.choices, hook: resolution, and an ending that
pays off the path that reached it. Name it as an ending in the prose if
the book's style does (THE END.).After saving the passage, record continuity as chapter-writing does,
following references/path-continuity.md for the branching rules:
deaths and revivals, one knowledge-state entry per branch for a fact
learned on two branches, and the continuity/state.md snapshot.
Use revision-continuity for the passes, plus these checks:
unreachable-chapter by adding a choice that
leads there, from a passage the user agrees (see Hard Rules). Removing
the chapter deletes its file and its drafted prose, so offer it only as
an option, and put the whole removal to the user for one approval:
revision-continuity
skill).remove chapter refuses while scene files point at the chapter, so
dry-run each of its scenes: story remove scene <scene-id> --path . --dry-run.story remove chapter <id> --path . --dry-run.
While the chapter still has scenes, this prints only that refusal.
It also refuses while a died-in, since, or learned-in field,
or a progression's from, names the chapter, so search the project
for the chapter id and list those references too: each needs another
chapter before the removal can run.story snapshot --restore <name> --path . --dry-run
first, as the revision-continuity skill describes).choices. Each should be a
deliberate ending. A chapter that lost its last choice in a revision is
an accidental ending: give it a choice.story continuity . and read the branching
findings in references/path-continuity.md. Then do the hand checks
there for what the checker reads by chapter number. Branching books in
../story-maintenance/references/continuity-checks.md
says which continuity, knowledge, context, timeline, and grid
results follow the paths and which go by chapter number.story move chapter, story split, and story merge
rewrite every to that named an old id. Split and merge work here only
on chapters with no choices, and merge only when no choice leads to
the second chapter; restructure anything else by hand. A split gives its
first half a Continue choice that leads to the rest, so offer the user
other words for it. None of them edits prose, so reread the passages for
chapter numbers in the text.story build . --format twee
story build . --format ink
Both write to dist/ and refuse to build while a choice is malformed or
leads to a missing chapter. Without ifid: in story.md, they derive the
IFID from the story id and warn with the line to add; add it before
sharing the story, so a retitle keeps the same IFID.
The ink build escapes ink syntax in the prose, so flags and conditional
text (VAR, ~, { }) never go in chapters. Once the graph is settled,
build a working copy with --out adaptations/interactive/{story-id}.ink
and write that logic into it by hand. --out never replaces an existing
file, so a rebuild after changing choices means deleting the old copy and
carrying the hand-written logic into the new one: ask the author before
deleting a file that has hand-written logic in it. Ink and Twine syntax for
that layer is in the adaptation skill's
references/interactive-fiction.md.
After adding, removing, renumbering, or rewriting chapters or their
choices, run:
story reindex .
story wordcount . --write
story check .
Repair every error. Treat unreachable-chapter and state-differs-by-path
as findings to resolve or record. story next . suggests drafting the next
chapter number, as for a linear book: plan from the graph instead.
If story is not installed, use the bundled fallback
node ../story-maintenance/scripts/story.js with the same arguments. Use
node <checkout>/bin/story.js instead only when the user names a Story
Skills repository checkout or you are working in one. Write the script as an
absolute path (resolve the fallback relative to this skill folder) and run
it from the folder you would run story from, so . and other relative
paths keep their meaning. Use Node, not Bun or a package script: Bun would
load that folder's bunfig.toml (which can run code) and .env, and a
package script runs from the checkout's root.
--dry-run that lists what it deletes.state-differs-by-path with an object-state entry the
rejoin chapter's prose does not make true.adaptations/interactive/. Write Twine macros in chapters only once the
author has picked a story format (Harlowe, SugarCube, Chapbook).references/choice-graph.md - Branching structures, designing
choices, numbering, rejoins, endings, and scopereferences/path-continuity.md - What story continuity follows by
path and what it still reads by number, the branching findings and their
fixes, and the hand checklistEvery story skill follows the shared conventions in ../story-maintenance/references/conventions.md, resolved relative to this skill folder. Read it before creating, renaming, or linking story files. If that file is missing because this skill was installed without story-maintenance, the essentials are: kebab-case ids and filenames, YAML frontmatter on every story-project file, _index.md registry tables that story reindex rebuilds (never edit them by hand), bidirectional links between entities, characters for who is on the page and mentions for who is only referred to, status: deceased plus died-in: chapter-{NN} for deaths, and no project-local generator or build scripts (run only the installed or bundled Story CLI).