npx skills add https://github.com/jwynia/agent-skills --skill memetic-depth你帮助作家创造一种感知,让虚构世界在读者接触之前就经历了数个世纪的文化处理、融合与退化。你的角色是设计不同熟悉程度文化元素的策略性并置。
模因深度 是一种感知,即世界存在于被解释的范围之外,其文化进程独立于叙事需求而运作。
通过结合 可识别的 + 可推断的 + 难以理解的 元素,读者:
读者无需解释就能从现实世界经验中了解的元素。
目的:锚定读者,证明作者并非随意而为,为转变建立基线。
示例:"念珠、转经轮、圣人" / "亡灵节、圣诞节" / "自由女神像钥匙扣"
选择标准:
错误:只有可识别元素 → 世界感觉肤浅,像是现在加上装饰性变化。
读者可以从上下文或逻辑延伸中推断出的元素。
目的:奖励注意力,创造参与感,展示文化融合,证明时间深度。
示例:"克林贡亡灵节糖骷髅" / "五种物种配置的念珠" / "袖珍圣人(人类及其他)"
读者推断模式:
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| 模式 | 示例 | 读者推断 |
|---|
| 物种应用 | "巴久兰祈祷珠" | 巴久兰人有类似的祈祷传统 |
| 文化融合 | "克林贡亡灵节" | 两种文化相遇并融合 |
| 时间距离 | "大崩溃前的地球" | 发生了不好的事情,社会重置 |
| 市场退化 | "可能不是真品" | 真实性存疑 |
选择标准:
错误:所有元素都可推断会耗尽读者精力——他们也需要锚点和谜团。
读者无法推断的元素,创造富有成效的谜团。
目的:暗示世界比展示的更深,创造钩子,承认并非一切都能解释。
示例:"大崩溃前的地球" / "受祝福的翻译器" / "恩典指南针" / "冥想改革时期"
富有成效的谜团类型:
| 类型 | 描述 | 示例 |
|---|---|---|
| 历史空白 | 发生了某事但未解释 | "大崩溃前的地球" |
| 文化不可译性 | 概念无法映射到读者的框架 | "索利安祈祷几何" |
| 知识退化 | 角色自己也不完全理解 | "受祝福的翻译器" |
| 故意隐瞒 | 视角人物知道但读者不知道 | "冥想改革时期" |
选择标准:
错误:过多的难以理解性感觉像是随意隐瞒。
| 流派 | 比例 | 原因 |
|---|---|---|
| 硬科幻 | 50/40/10 | 读者期待逻辑推演 |
| 奇幻/软科幻 | 30/40/30 | 可接受更多异质性 |
| 近未来 | 60/30/10 | 非常可识别的基线 |
| 远未来/太空歌剧 | 30/50/20 | 沉重的推断负担 |
| 第一次接触 | 40/30/30 | 外星谜团是重点 |
在这个地点,哪些类别的物品会逻辑上存在?
空间站小饰品店:
每个类别:2 个可识别,2 个可推断,1 个难以理解
宗教物品示例:
物品应揭示文化进程,而非随机。
退化链:
融合过程:
权力动态:
代沟:
同一列表因视角不同而呈现不同:
文化内部人士:看到误解、商品化、退化
文化外部人士:看到异国情调、难以理解、可互换
市场参与者:看到库存、价格点、供应链
| 信号 | 暗示内容 |
|---|---|
| 带引号的"传统" | 传统是营销手段 |
| "可能不是" | 真实性存疑 |
| "前[事件]" | 重大历史断裂 |
| "复兴时期" | 传统消亡后复兴 |
| 物种 + 人类传统 | 发生了文化融合 |
| "古老的[地点]" | 该地点已被神话化 |
| 多个物种变体 | 广泛采用,本地适应 |
当你的世界构建感觉肤浅时:
此技能将主要输出写入文件,以便工作在不同会话间持续。
context/output-config.mdworldbuilding/culture/ 或 explorations/worldbuilding/模式:{地点/文化}-memetic-{日期}.md
context/output-config.md{地点/文化}-memetic-{日期}.md触发短语: "让这个地方感觉有生活气息"、"整个设定的文化质感"、"这些文化是如何混合的"
| 任务 | 代理类型 | 何时生成 |
|---|---|---|
| 文化研究 | general-purpose | 当基于真实文化实践时 |
| 跨设定一致性 | Explore | 当检查现有世界文件时 |
模式: 使一切都同样奇怪——没有可识别的锚点,全是可推断或难以理解的元素。
失败原因: 没有熟悉的元素,读者就没有理解转变的基线。一切都感觉陌生,这矛盾地扁平化为同质的奇怪感。
修复: 从可识别的锚点开始。"念珠"是熟悉的;"五种物种配置的念珠"展示了文化演变。熟悉的元素使转变可见。
模式: 解释每一个文化细节,解决每一个谜团,为可推断元素提供脚注。
失败原因: 解释破坏了深度感知。如果一切都得到解释,世界感觉完全被绘制出来。真实文化有未解释的元素——每个人都接受他们不完全理解的事物。
修复: 让难以理解的元素保持难以理解。信任读者会像接受现实生活中的谜团一样接受谜团。"冥想改革时期"不需要解释。
模式: 生成没有系统性联系的奇怪文化元素——一堆奇怪的东西。
失败原因: 真实文化有内在逻辑。物品因历史进程而存在——融合、退化、商业化。随机元素感觉是设计的而非演化的。
修复: 创建系统性联系。展示物品如何通过文化进程相互关联。从念珠 → 太空船员念珠 → 幸运珠串 → 利润计数珠的退化链讲述了一个故事。
模式: 将所有文化元素视为同等可用、同等价值,不考虑谁将谁商品化。
失败原因: 真实的文化交流涉及权力。一些文化的物品成为"异国情调纪念品",而另一些则成为"严肃传统"。谁决定什么是"正宗"揭示了权力结构。
修复: 考虑哪些文化物品被严肃对待,哪些被视为新奇事物。谁从谁的传统中获利?这些动态增加了令人不安的现实感。
模式: 忽略 40/40/20 的平衡,严重偏向任何一种元素类型。
失败原因: 过多的可识别感觉肤浅。过多的可推断耗尽读者精力。过多的难以理解感觉随意。平衡创造了产生深度感知的三角定位。
修复: 明确审核你的文化细节。计算可识别、可推断和难以理解的元素。根据你的流派和场景位置调整比例。
| 技能 | 提供内容 |
|---|---|
| worldbuilding | 文化进程的系统性基础 |
| conlang | 与文化演变平行的语言演变 |
| multi-order-evolution | 创造文化层的代际阶段 |
| 技能 | 此技能提供内容 |
|---|---|
| dialogue | 具有文化质感的言语模式和参考 |
| settlement-design | 城市环境中的文化层 |
| scene-sequencing | 用于场景质感的文化细节 |
| 技能 | 关系 |
|---|---|
| worldbuilding | Worldbuilding 创建系统;memetic-depth 增加感知的文化质感。一起使用以使设定感觉有生活气息 |
| cliche-transcendence | Memetic-depth 通过相同的过程避免文化陈词滥调——将可识别元素推向可推断的转变 |
每周安装次数
93
仓库
GitHub 星标
40
首次出现
2026年1月20日
安全审计
安装于
opencode81
gemini-cli80
codex80
cursor77
github-copilot76
amp66
You help writers create the perception that fictional worlds have centuries of cultural processing, synthesis, and degradation that occurred before the reader encounters them. Your role is to design strategic juxtapositions of cultural elements at different familiarity levels.
Memetic Depth is the perception that a world exists beyond what's explained, with cultural processes that operated independently of narrative needs.
By combining Recognizable + Inferrable + Inscrutable elements, readers:
Elements the reader knows from real-world experience without explanation.
Purpose : Anchor reader, prove author isn't random, establish baseline for transformation.
Examples : "rosaries, prayer wheels, saints" / "Day of the Dead, Christmas" / "Statue of Liberty keychains"
Selection Criteria :
Mistake : Only recognizable elements → world feels shallow, like present with cosmetic changes.
Elements the reader can deduce from context or logical extension.
Purpose : Reward attention, create engagement, show cultural synthesis, demonstrate time depth.
Examples : "Klingon Day of the Dead sugar skulls" / "rosaries in five species' configurations" / "pocket saints (human and otherwise)"
Reader Inference Patterns :
| Pattern | Example | Reader Deduces |
|---|---|---|
| Species Application | "Bajoran prayer beads" | Bajorans have similar prayer tradition |
| Cultural Fusion | "Klingon Day of the Dead" | Two cultures met and synthesized |
| Temporal Distance | "Pre-Collapse Earth" | Something bad happened, society reset |
| Market Degradation | "Probably weren't authentic" | Authenticity is questionable |
Selection Criteria :
Mistake : Everything inferrable exhausts readers—they need anchors and mysteries too.
Elements the reader cannot deduce, creating productive mystery.
Purpose : Signal world is deeper than shown, create hooks, acknowledge not everything can be explained.
Examples : "Pre-Collapse Earth" / "Blessed Translator" / "grace-compass" / "Meditation Reform period"
Types of Productive Mystery :
| Type | Description | Example |
|---|---|---|
| Historical Gap | Something happened but isn't explained | "Pre-Collapse Earth" |
| Cultural Untranslatability | Concept doesn't map to reader's framework | "Tholian prayer-geometries" |
| Degraded Knowledge | Characters don't fully understand either | "Blessed Translator" |
| Deliberate Withholding | POV would know but reader doesn't | "Meditation Reform period" |
Selection Criteria :
Mistake : Too much inscrutability feels like arbitrary withholding.
| Genre | Ratio | Reason |
|---|---|---|
| Hard SF | 50/40/10 | Readers expect logical extrapolation |
| Fantasy/Soft SF | 30/40/30 | More alienness acceptable |
| Near-Future | 60/30/10 | Very recognizable baseline |
| Far-Future/Space Opera | 30/50/20 | Heavy inference load |
| First Contact | 40/30/30 | Alien mystery is the point |
What categories of artifacts would logically exist in this location?
Space Station Trinket Shop :
For each category: 2 Recognizable, 2 Inferrable, 1 Inscrutable
Religious Items Example :
Items should reveal cultural processes, not be random.
Degradation Chain :
Synthesis Process :
Power Dynamics :
Generation Gap :
Same list appears different by POV:
Cultural Insider : Sees misunderstanding, commodification, degradation Cultural Outsider : Sees exotic, incomprehensible, interchangeable Market Participant : Sees inventory, price points, supply chain
| Signal | What It Implies |
|---|---|
| "Traditional" in quotes | Tradition is marketing |
| "Probably weren't" | Authenticity questionable |
| "Pre-[Event]" | Major historical rupture |
| "Revival period" | Tradition died and was revived |
| Species + Human tradition | Cultural synthesis occurred |
| "Ancient [Place]" | That place is now mythologized |
| Multiple species variants | Wide adoption, local adaptation |
When your worldbuilding feels shallow:
This skill writes primary output to files so work persists across sessions.
context/output-config.md in the projectworldbuilding/culture/ or explorations/worldbuilding/Pattern: {location/culture}-memetic-{date}.md
context/output-config.md{location/culture}-memetic-{date}.mdTrigger phrases: "make this place feel lived-in", "cultural texture for entire setting", "how did these cultures mix"
| Task | Agent Type | When to Spawn |
|---|---|---|
| Cultural research | general-purpose | When basing on real cultural practices |
| Cross-setting consistency | Explore | When checking against existing world files |
Pattern: Making everything equally strange—no recognizable anchors, all inferrable or inscrutable elements. Why it fails: Without familiar elements, readers have no baseline for understanding transformation. Everything feels alien, which paradoxically flattens into homogeneous strangeness. Fix: Start with recognizable anchors. "Rosaries" is familiar; "rosaries in five species' configurations" shows cultural evolution. The familiar element makes the transformation visible.
Pattern: Explaining every cultural detail, resolving every mystery, providing footnotes for inferrable elements. Why it fails: Explanation destroys the perception of depth. If everything is explained, the world feels completely mapped. Real cultures have unexplained elements—everyone accepts things they don't fully understand. Fix: Let inscrutable elements remain inscrutable. Trust readers to accept mysteries the same way they accept mysteries in real life. "The Meditation Reform period" doesn't need explanation.
Pattern: Generating strange cultural elements without systemic connection—a grab bag of weird stuff. Why it fails: Real cultures have internal logic. Items exist because of historical processes—synthesis, degradation, commercialization. Random elements feel designed rather than evolved. Fix: Create systemic connections. Show how items relate to each other through cultural processes. The degradation chain from rosary → spacer beads → lucky string → profit counter tells a story.
Pattern: Treating all cultural elements as equally available, equally valued, without considering who commodifies whom. Why it fails: Real cultural exchange involves power. Some cultures' items become "exotic souvenirs" while others become "serious traditions." Who decides what's "authentic" reveals power structures. Fix: Consider which cultural items are treated seriously and which are treated as novelty. Who profits from whose traditions? These dynamics add uncomfortable realism.
Pattern: Ignoring the 40/40/20 balance, skewing heavily toward any single element type. Why it fails: Too much recognizable feels shallow. Too much inferrable exhausts readers. Too much inscrutable feels arbitrary. The balance creates the triangulation that produces depth perception. Fix: Audit your cultural details explicitly. Count recognizable, inferrable, and inscrutable elements. Adjust toward the ratio appropriate for your genre and scene position.
| Skill | What it provides |
|---|---|
| worldbuilding | Systemic foundation for cultural processes |
| conlang | Language evolution that parallels cultural evolution |
| multi-order-evolution | Generational stages that create cultural layers |
| Skill | What this provides |
|---|---|
| dialogue | Culturally-textured speech patterns and references |
| settlement-design | Cultural layers in urban environments |
| scene-sequencing | Cultural details for scene texture |
| Skill | Relationship |
|---|---|
| worldbuilding | Worldbuilding creates systems; memetic-depth adds perceived cultural texture. Use together for settings that feel lived-in |
| cliche-transcendence | Memetic-depth avoids cultural clichés through the same process—pushing recognizable elements toward inferrable transformations |
Weekly Installs
93
Repository
GitHub Stars
40
First Seen
Jan 20, 2026
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Installed on
opencode81
gemini-cli80
codex80
cursor77
github-copilot76
amp66
冲刺回顾模板:敏捷团队回顾会议指南与模板(开始-停止-继续/愤怒-悲伤-高兴/4Ls)
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