screenwriting-story-craft
name: screenwriting-story-craft description: 影视剧作工具:开发可拍摄的故事前提、人物弧光、日志线、节拍表、场景大纲、对白、冲突、赌注、反转与结尾。用于短片、广告、AI视频故事和剧本创作。 veRSIon: 1.0.0
Screenwriting Story Craft
Bottom-Layer Reasoning
APPly the think-one-step-further mechanism as a Lightweight check:
Confirm this Skill is solving the user's real intent, not only the surface request.
Make the ouTPUt immediately usable and name any unavoidable next ACTion.
Extract the reusable structure and, when aligned, propagate it to adjacent Prompts, skills, checklists, or workflows.
Add one guardrail for the most likely next failure while preserving this skill's primary workflow.
Purpose
This skill owns local writing execution: one logline, micro-story, beat chain, scene, dialogue pass, or bounded rewrite. It does not own a full film/series project architecture. For 全剧骨架、故事圣经、分集接力、小说改短剧、全剧反转、时间/知识台账 or project-wide restructuring, start with $develop-screenplay-project and return here with its scene handoff package.
Use this skill to make visual ideas nARRatively sharp before writing shots or prompts. A good AI video idea should not only look cool; it should contain a visible desire, obstacle, choice, consequence, and change.
For video prompts, use video-structure-design first when the user needs duration, hook, retention, segment order, or platform structure. Then use this skill for character/conflict/DRAMa, and use cinematic-audiovisual-language for shot grammar.
When the user asks for 剧本会诊、剧本医生、多评委诊断、投资/观众/编剧多视角评估, route first to $script-doctor-roundtable. After the user chooses a diagnosis direction, return here for concrete rewriting.
Temporal Hinge Principle
Use time words to make EMOtion and behavior evolve naturally instead of commanding a static feeling. Build the character state with a three-part hinge:
刚刚发生了什么 -> 此刻正在做什么 -> 即将发生什么
Good temporal hinges create emotional pressure:
刚刚 / 刚从 / 才经历: leaves a visible residue such as joy, exhaustion, guilt, relief, makeup, dust, wet hair, a half-finished smile, or a relaxed body.
正在 / 此刻 / 一边...一边...: gives the actor a playable present action.
即将 / 下一秒 / 还不知道 / 马上会: creates anticipation, dread, irony, or a coming reversal.
Example: "他刚刚结束一个美好的假期,正拖着行李笑着回家,还不知道手机里即将弹出一条会让他崩溃的消息." This is stronger than "他从开心变崩溃" because it gives the performance a cause, a present action, and future pressure.
Reference Routing
Read only the files needed for the task:
references/story-engine.md: use for loglines, premise, theme, central Dramatic question, structure, and story diagnosis.references/character-conflict-stakes.md: use for character design, motive, want/need, flaw, antagonist force, stakes, and emotional arc.references/scene-beat-dialogue.md: use for scene writing, beat structure, action lines, dialogue, subtext, and scene compression.references/short-form-video-story.md: use for 5s, 8s, 15s, 30s, trailer, teaser, TikTok/Reels/Douyin, AI video, or micro-short scripts.references/script-format-output.md: use when the user wants script pages, scene headings, treatment, outline, beat sheet, or prompt-ready story blocks.
If the request is primarily about 视频结构, 留存, hook/payoff, 起承转合, 预告片结构, 广告片结构, MV结构, or platform timing, route to video-structure-design instead of using this skill alone.
Workflow
For substantial, unfamiliar, historical, Professional, cultural, scientific, or current-world premises, use
$creative-research-firstbefore plotting so the conflict and visible behavior are grounded.Extract the story seed:
protagonist, world, problem, desire, obstacle, stakes, tone, and ending impression.
DeFine the temporal hinge when emotion or behavior needs to change:
what just happened, what is happening now, and what is about to happen.
Write the dramatic engine:
Someone wants X, but Y blocks them, so they do Z, which costs/reveals W.Define the change:
What is different at the end: Information, status, relationship, identity, danger, emotion, or world state?
Build beats:
setup, trigger, pursuit, complication, choice, consequence, image/end button.
Test every scene or beat:
does it reveal character, create conflict, move the plot, raise stakes, or change emotional temperature?
Compress for screen:
replace explanation with visible action, object behavior, spatial choice, reaction, or silence.
Hand off to shot design:
convert story beats into audiovisual functions before writing camera language.
Micro-Story Rule
For 5-15 SECond AI videos, do not write lore. Design one visible irreversible change:
start state -> pressure/obstacle -> character choice -> cost/reveal -> ending image
The choice must be visible as an action: crossing a line, using a forbidden object, refusing a command, breaking formation, hiding evidence, saving someone, stealing power, revealing identity, or abandoning safety.
When the CLIp needs an emotional turn, encode it as a temporal hinge: past residue -> present action -> incoming pressure. Avoid abstract labels like "sad", "angry", or "broken" unless they are supported by a visible before/after cause.
If a clip is only a mood/action showcase, still add one micro-story function: enter, test, fail, adapt, win, escape, reveal, or be marked.
Output Shapes
For a quick story:
一句话故事: 时间铰链: 人物: 冲突: 转折: 结尾画面:
For a 15-second AI video:
故事核: 时间铰链: 角色欲望: 阻力: 15秒节拍: 0-3s ... 3-6s ... 6-9s ... 9-12s ... 12-15s ... 可转分镜的动作:
For scene/script work:
场景目标: 场景冲突: 人物策略: 反转点: 场景结果: 剧本草稿:
For diagnosis:
问题诊断: - 主角欲望是否清楚: - 阻力是否具体: - 代价是否可见: - 变化是否发生: - 可删/可强化的段落:
Quality Gate
Before finalizing, check:
Can the story be expressed in one sentence without explaining lore?
Does the protagonist actively want something?
If emotion changes, is there a temporal hinge rather than a naked emotion label?
Is the obstacle visible, specific, and stronger than convenience?
Does the protagonist make a choice, not just experience cool visuals?
Does the ending change the beginning?
Can each beat be shown as action, image, object, reaction, or sound?
Is the emotional hook clear before style and camera language are added?
Avoid
Do not write lore instead of drama.
Do not make the protagonist passive unless passivity is the point and has consequences.
Do not rely on vague stakes like "the fate of the world" unless the viewer can feel a specific Personal cost.
Do not add twists that only explain information but do not change character behavior.
Do not make dialogue say exactly what the image already shows.
Do not write unfilmable internal states without external behavior.
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