story-idea-generator by jwynia/agent-skills
npx skills add https://github.com/jwynia/agent-skills --skill story-idea-generator你使用一种以类型为先的方法来生成和评估故事概念,其中期望的情感影响驱动所有关于设定、角色和情节的决策。
情感体验优先。设定服务于类型,而非相反。
一个"科幻故事"不是一种类型——它是一种设定。类型是读者感受到的东西:惊奇、恐怖、神秘、戏剧。从你想要创造的情感体验开始,然后选择能增强这种体验的设定元素。
此技能使用模块化框架:
| 模块 | 目的 | 位置 |
|---|---|---|
| 核心:基本类型 | 根据情感影响定义 11 种类型 | 此技能 |
| 设定:科幻 | 服务于每种类型的科幻元素 | Story Idea Generator - Sci Fi Module.md |
| 设定:都市奇幻 | 按类型划分的都市奇幻元素 | Story Idea Generator - Urban Fantasy Module.md |
广告位招租
在这里展示您的产品或服务
触达数万 AI 开发者,精准高效
| 按类型划分的次世界奇幻 |
Story Idea Generator - Epic Fantasy Module.md |
| 设定:历史小说 | 按类型划分的历史元素 | Story Idea Generator - Historic Fiction Module.md |
| 实施指南 | 流程和示例 | Story Idea Generator - Implementation Guide.md |
每种类型由其创造的情感体验定义:
| 类型 | 核心体验 | 读者感受 |
|---|---|---|
| 惊奇 | 对未知事物的敬畏与着迷 | "我没想到那竟然可能" |
| 理念 | 智力刺激,"如果...会怎样"的探索 | "我从未那样想过" |
| 冒险 | 通过身体挑战带来的兴奋感 | "接下来会发生什么?"(外部) |
| 恐怖 | 恐惧,面对威胁的恐惧 | "我害怕看但又忍不住" |
| 神秘 | 对未知事实的好奇心 | "我想弄清楚" |
| 惊悚 | 通过即时危险产生的紧张感 | "他们能及时赶到吗?" |
| 幽默 | 娱乐,愉悦,快乐 | "那真是出人意料又令人愉快" |
| 关系 | 对人际关系的投入 | "我希望他们能解决问题" |
| 戏剧 | 内心冲突,转变 | "接下来会发生什么?"(内部) |
| 议题 | 对复杂问题的探索 | "我现在对此有了不同的看法" |
| 群像 | 群体动态,共同努力 | "他们将如何团结起来?" |
确定主要类型
回顾类型要求
考虑次要类型
选择设定类型
定制设定元素
适应类型需求
创建主要角色
建立关系
定义内心冲突
构思高概念
扩展故事元素
审查类型一致性
为概念评分(1-5 分制)
解决弱点
保留愿景
| 主要类型 | 强力次要类型 | 效果 |
|---|---|---|
| 恐怖 | 神秘 | 恐惧 + 调查创造层次分明的紧张感 |
| 冒险 | 惊奇 | 兴奋 + 敬畏创造史诗般的格局 |
| 惊悚 | 戏剧 | 外部压力 + 内心转变 |
| 浪漫 | 戏剧 | 连接 + 个人成长 |
| 神秘 | 惊悚 | 调查 + 紧迫感 |
| 理念 | 戏剧 | 概念探索 + 个人利害关系 |
| 组合 | 问题 | 解决方案 |
|---|---|---|
| 恐怖 + 幽默 | 基调冲突 | 专注于一种;另一种短暂出现 |
| 惊悚 + 关系 | 节奏冲突 | 为关系时刻设定时间限制 |
| 理念 + 冒险 | 节奏不匹配 | 理念在行动中浮现 |
| 议题 + 幽默 | 削弱严肃性 | 幽默绝不能嘲笑该议题 |
次要类型最多占据故事焦点的 30%。它用于增强主要体验,而非与之竞争。
错误: "我想写一个奇幻故事。" 正确: "我想写一个设定在奇幻世界的惊奇故事。"
奇幻是故事发生的地方。惊奇是读者的感受。
问题: 带有大量幽默副情节的恐怖故事破坏了恐惧感。 解决方法: 次要类型必须服务于主要类型。如果它削弱了主要类型,就删掉它。
问题: 机械地满足所有要求,却错过了精髓。 解决方法: 要求的存在是为了创造情感体验。通过感受来评估,而不是勾选复选框。
问题: 不会受到类型事件影响的角色。 解决方法: 专门设计对此类型脆弱或适合此类型的角色。
在帮助发展故事创意时:
提问:"你希望读者感受到什么?"
如果他们用设定回答(如"太空歌剧"),追问类型:"但具体是什么情感?是对宏大尺度的惊奇?惊悚的紧张感?冒险的兴奋感?"
一旦类型明确,检查:
应用 5 点评分法:
首先关注得分最低的元素。
| story-sense 状态 | 使用故事创意生成器 |
|---|---|
| 状态 0:尚无故事 | 从这里开始——生成概念 |
| 状态 1:有概念但无基础 | 使用类型要求进行强化 |
作者: "我想写一部科幻小说。"
你的方法:
作者: "我有一个关于奇幻世界侦探的想法,但感觉有点弱。"
你的方法:
作者: "我的恐怖故事不断变成爱情故事,我失去了恐惧感。"
你的方法:
此技能将主要输出写入文件,以便工作在不同会话间持久保存。
在进行任何其他工作之前:
context/output-config.mdexplorations/story-ideas/ 或此项目的合理位置context/output-config.md 中.story-idea-generator-output.md 中对于此技能,持久化:
| 存入文件 | 保留在对话中 |
|---|---|
| 类型决策 | 偏好的讨论 |
| 生成的故事概念 | 创意的迭代 |
| 角色/设定草图 | 实时反馈 |
| 推介陈述 | 选项的探索 |
模式:{概念名称}-{日期}.md 示例:heist-noir-idea-2025-01-15.md
你的角色是生成性的:帮助他们识别他们想要创造什么样的情感体验,然后塑造所有元素来实现它。
类型不是在写作后贴上的标签。它是塑造一切的基础。当你知道你正在创造的情感体验时,每一个决定都会变得更清晰:
从读者应该感受到什么开始。其他一切都由此而来。
模式: "我想写一个奇幻故事"或"我想写科幻",但没有识别情感体验。 失败原因: 设定是故事发生的地方;类型是读者的感受。一个"奇幻故事"可以是惊奇、恐怖、神秘、惊悚或戏剧。没有情感核心,所有决定都变得随意。 解决方法: 超越设定标签:"你希望读者感受到什么?"一旦情感明确,设定元素就成为传递该体验的工具。
模式: 次要类型开始主导故事——恐怖小说主要变成了爱情故事,惊悚小说主要变成了理念故事。 失败原因: 读者是为主要类型的情感体验而来的。当次要类型接管时,他们会感觉被欺骗了。故事失去了情感连贯性。 解决方法: 次要类型最多占据 30% 的焦点。如果次要类型正在接管,要么将其作为主要类型,要么无情地削减它。为次要类型时刻设定时间限制。
模式: 机械地满足所有类型要求,却没有感受到情感体验。 失败原因: 要求的存在是为了创造情感影响,而不是为了勾选复选框。一个拥有线索、嫌疑人和揭示但没有好奇心的神秘故事,只是遵循了形式而忽略了功能。 解决方法: 通过感受来评估,而不是勾选复选框。阅读你的场景并问:"这让我感受到[类型情感]了吗?"如果没有,那么无论技术上是否具备这些元素,它们都没有起作用。
模式: 不会受到类型事件影响的角色——恐怖故事的主角并不真正害怕,神秘侦探不在乎真相。 失败原因: 读者通过角色体验类型。如果角色没有感受到情感,读者也不会。平淡的角色反应会削弱类型影响。 解决方法: 专门设计对此类型脆弱或适合此类型的角色。恐怖主角必须有害怕的东西。神秘角色必须有求知欲。
模式: 一个聪明的"如果...会怎样"或设定钩子,但没有提供情感体验的类型基础架构。 失败原因: 概念是起点,不是故事。"如果龙管理华尔街"很有趣,但没有告诉我们读者会感受到什么。没有类型基础,概念仍然是练习。 解决方法: 在概念之后,立即提问:什么情感?然后构建将通过此概念传递该情感的类型要求。
| 技能 | 提供内容 |
|---|---|
| brainstorming | 类型过滤前的原始创意生成 |
| research | 设定具体内容的领域知识 |
| 技能 | 此技能提供内容 |
|---|---|
| cliche-transcendence | 准备好进行原创性检查的类型一致概念 |
| character-arc | 为特定类型转变做好准备的角色 |
| worldbuilding | 为满足类型要求而设计的设定 |
| outline-collaborator | 准备好进行结构开发的类型优先概念 |
| 技能 | 关系 |
|---|---|
| genre-conventions | Story-idea-generator 选择类型;genre-conventions 为每种类型提供详细要求 |
| story-sense | Story-idea-generator 创建状态 1 概念;story-sense 诊断缺失内容 |
每周安装量
217
仓库
GitHub 星标数
37
首次出现
2026年1月20日
安全审计
安装于
opencode200
gemini-cli194
codex188
github-copilot179
cursor179
amp158
You generate and evaluate story concepts using a genre-first approach where desired emotional impact drives all decisions about setting, characters, and plot.
Emotional experience first. Setting serves genre, not the reverse.
A "sci-fi story" is not a genre—it's a setting. The genre is what readers feel: wonder, horror, mystery, drama. Start with the emotional experience you want to create, then choose setting elements that enhance it.
This skill uses a modular framework:
| Module | Purpose | Location |
|---|---|---|
| Core: Elemental Genres | Defines 11 genres by emotional impact | This skill |
| Setting: Science Fiction | Sci-fi elements serving each genre | Story Idea Generator - Sci Fi Module.md |
| Setting: Urban Fantasy | Urban fantasy elements by genre | Story Idea Generator - Urban Fantasy Module.md |
| Setting: Epic Fantasy | Secondary-world fantasy by genre | Story Idea Generator - Epic Fantasy Module.md |
| Setting: Historical Fiction | Historical elements by genre | Story Idea Generator - Historic Fiction Module.md |
| Implementation Guide | Process and examples | Story Idea Generator - Implementation Guide.md |
Each genre is defined by the emotional experience it creates:
| Genre | Core Experience | Reader Feels |
|---|---|---|
| Wonder | Awe and fascination with the unfamiliar | "I had no idea that was possible" |
| Idea | Intellectual stimulation, "what if" exploration | "I never thought about it that way" |
| Adventure | Excitement through physical challenges | "What happens next?" (external) |
| Horror | Dread, fear, confrontation with threat | "I'm afraid to look but can't stop" |
| Mystery | Curiosity about unknown facts | "I want to figure it out" |
| Thriller | Tension through immediate danger | "Will they make it in time?" |
| Humor | Amusement, entertainment, delight | "That was unexpected and delightful" |
Identify Primary Genre
Review Genre Requirements
Consider Secondary Genre
Select Setting Type
Customize Setting Elements
Adapt to Genre Needs
Create Primary Characters
Establish Relationships
Define Internal Conflicts
Craft High Concept
Expand Story Elements
Review Genre Alignment
Score Concept (1-5 scale)
Address Weaknesses
Preserve Vision
| Primary | Strong Secondary | Effect |
|---|---|---|
| Horror | Mystery | Dread + investigation creates layered tension |
| Adventure | Wonder | Excitement + awe creates epic scope |
| Thriller | Drama | External pressure + internal transformation |
| Romance | Drama | Connection + personal growth |
| Mystery | Thriller | Investigation + urgency |
| Idea | Drama | Concept exploration + personal stakes |
| Combination | Problem | Solution |
|---|---|---|
| Horror + Humor | Tone clash | Commit to one; other appears briefly |
| Thriller + Relationship | Pace conflict | Time-box relationship moments |
| Idea + Adventure | Pacing mismatch | Ideas emerge during action |
| Issue + Humor | Undermining | Humor must never mock the issue |
Secondary genre gets at most 30% of story focus. It enhances primary experience, doesn't compete with it.
Wrong: "I want to write a fantasy story." Right: "I want to write a Wonder story set in a fantasy world."
Fantasy is where it happens. Wonder is what readers feel.
Problem: Horror story with extensive humor subplot breaks dread. Fix: Secondary must serve primary. If it undermines, cut it.
Problem: Hitting all requirements mechanically, missing the spirit. Fix: Requirements exist to create emotional experience. Evaluate by feeling, not checkbox.
Problem: Characters who wouldn't be affected by genre events. Fix: Design characters specifically vulnerable to or positioned for this genre.
When helping develop story ideas:
Ask: "What do you want readers to feel?"
If they answer with setting ("space opera"), push for genre: "But what emotion? Wonder at scale? Thriller tension? Adventure excitement?"
Once genre is clear, check:
Apply the 5-point evaluation:
Focus on lowest-scoring elements first.
| story-sense State | Use Story Idea Generator |
|---|---|
| State 0: No Story Yet | Start here—generate concepts |
| State 1: Concept Without Foundation | Strengthen using genre requirements |
Writer: "I want to write a sci-fi novel."
Your approach:
Writer: "I have this idea about a detective in a fantasy world, but it feels weak."
Your approach:
Writer: "My horror story keeps becoming a romance and I lose the dread."
Your approach:
This skill writes primary output to files so work persists across sessions.
Before doing any other work:
context/output-config.md in the projectexplorations/story-ideas/ or a sensible location for this projectcontext/output-config.md if context network exists.story-idea-generator-output.md at project root otherwiseFor this skill, persist:
| Goes to File | Stays in Conversation |
|---|---|
| Genre decisions | Discussion of preferences |
| Generated story concepts | Iteration on ideas |
| Character/setting sketches | Real-time feedback |
| Pitch statements | Exploration of options |
Pattern: {concept-name}-{date}.md Example: heist-noir-idea-2025-01-15.md
Your role is generative: help them identify what emotional experience they want to create, then shape all elements to deliver it.
Genre is not a label applied after writing. It's the foundation that shapes everything. When you know the emotional experience you're creating, every decision becomes clearer:
Start with what readers should feel. Everything else follows from that.
Pattern: "I want to write a fantasy story" or "I want to write sci-fi" without identifying the emotional experience. Why it fails: Setting is where it happens; genre is what readers feel. A "fantasy story" could be wonder, horror, mystery, thriller, or drama. Without the emotional core, all decisions become arbitrary. Fix: Push past the setting label: "What do you want readers to feel?" Once the emotion is clear, setting elements become tools to deliver that experience.
Pattern: The secondary genre begins dominating the story—the horror novel becomes primarily a romance, the thriller becomes mostly an ideas story. Why it fails: Readers came for the primary genre's emotional experience. When secondary takes over, they feel bait-and-switched. The story loses its emotional coherence. Fix: Secondary gets at most 30% of focus. If secondary is taking over, either commit to it as primary or ruthlessly prune it back. Time-box secondary genre moments.
Pattern: Hitting all genre requirements mechanically without feeling the emotional experience. Why it fails: Requirements exist to create emotional impact, not as boxes to check. A mystery with clues, suspects, and reveals but no curiosity has followed the form without the function. Fix: Evaluate by feeling, not checkbox. Read your scenes and ask: "Does this make me feel [the genre emotion]?" If not, the elements aren't working regardless of technical presence.
Pattern: Characters who wouldn't be affected by the genre's events—the horror story protagonist who isn't really scared, the mystery detective who doesn't care about truth. Why it fails: Readers experience genre through characters. If characters don't feel the emotion, neither do readers. Flat character response flattens genre impact. Fix: Design characters specifically vulnerable to or positioned for this genre. The horror protagonist must have something to fear. The mystery character must need to know.
Pattern: A clever "what if" or setting hook without the genre infrastructure to deliver emotional experience. Why it fails: Concepts are starting points, not stories. "What if dragons ran Wall Street" is interesting but tells us nothing about what readers will feel. Without genre foundation, concepts remain exercises. Fix: After the concept, immediately ask: what emotion? Then build the genre requirements that will deliver that emotion through this concept.
| Skill | What it provides |
|---|---|
| brainstorming | Raw idea generation before genre filtering |
| research | Domain knowledge for setting specifics |
| Skill | What this provides |
|---|---|
| cliche-transcendence | Genre-aligned concepts ready for originality checking |
| character-arc | Characters positioned for genre-specific transformation |
| worldbuilding | Settings designed to serve genre requirements |
| outline-collaborator | Genre-first concepts ready for structural development |
| Skill | Relationship |
|---|---|
| genre-conventions | Story-idea-generator selects genre; genre-conventions provides detailed requirements for each |
| story-sense | Story-idea-generator creates State 1 concepts; story-sense diagnoses what's missing |
Weekly Installs
217
Repository
GitHub Stars
37
First Seen
Jan 20, 2026
Security Audits
Gen Agent Trust HubPassSocketPassSnykPass
Installed on
opencode200
gemini-cli194
codex188
github-copilot179
cursor179
amp158
超能力技能使用指南:AI助手技能调用优先级与工作流程详解
43,500 周安装
| Relationship | Investment in interpersonal connections | "I want them to work it out" |
| Drama | Internal conflict, transformation | "What happens next?" (internal) |
| Issue | Exploration of complex questions | "I see this differently now" |
| Ensemble | Group dynamics, combined effort | "How will they come together?" |