BMAD Idea Router
Use this skill as the repository's pre-planning creative intake and concept-routing layer.
The job is not to dump dozens of ideation techniques or persona gimmicks.
The job is to:
- normalize a messy early-stage idea packet,
- choose the single framing mode that reduces ambiguity fastest,
- produce one concept artifact that downstream work can actually use,
- route the next step to the right neighboring skill.
Read references/operating-modes.md for mode-selection heuristics, references/handoff-boundaries.md for adjacent-skill routing, and references/concept-packet-template.md for reusable output scaffolding.
When to use this skill
- The user has a rough idea and needs a clearer problem, audience, concept, or story before planning starts
- The request is still ambiguous enough that jumping straight to a PRD, sprint plan, or launch plan would be premature
- A product, service, content, or GTM idea needs one concept brief, positioning brief, or narrative packet first
- A game idea needs pillars, player fantasy, core loop, and first concept framing before
bmad-gds or task decomposition
- The user explicitly mentions brainstorming, concept shaping, design thinking, positioning, JTBD-style framing, story packaging, or pre-planning clarification
When not to use this skill
- The main need is phase-based delivery routing or deciding the next BMAD artifact after project framing already exists → use
bmad
- The main need is backlog slicing, story decomposition, estimation, or sprint preparation → use
task-planning
- The main need is broad marketing execution, launch planning, funnel work, or KPI-aware campaign routing → use
marketing-automation
- The main need is game-production coordination for an existing GDD, playtest packet, build issue, or milestone → use
bmad-gds
- The main need is only rewriting copy or polishing prose with no framing decision to make
Operating modes
Choose exactly one primary mode per run.
Problem framing
- Use when the idea is fuzzy and the main gap is what problem actually matters
- Best for founders, PMs, designers, and consultants starting from raw opportunity language
Audience and value framing
- Use when the offer exists but the target user, JTBD, pains, gains, or differentiation are weak
- Best for product marketing, GTM, and concept-validation work
Concept shaping
- Use when the direction is promising but still needs a tighter concept, constraints, options, and core promise
- Best for product, feature, service, and offer-level idea shaping
Game concept framing
- Use when the packet is about game fantasy, pillars, audience, core loop, progression, or tone before production planning
- Best for solo developers and small game teams before
bmad-gds
Story packaging
- Use when the main need is a narrative, pitch, concept story, or internal alignment packet
- Best when the problem is understanding and buy-in rather than raw ideation volume
Instructions
Step 1: Normalize the idea intake
Capture the packet in this format before choosing a mode:
idea_packet:
domain: product | gtm | content | consulting | game | mixed | unknown
stage: raw-idea | rough-concept | candidate-offer | concept-with-notes | narrative-draft | unknown
audience:
primary_user: "who this is for"
pains_or_needs:
- pain 1
- pain 2
problem_or_goal: "what change or outcome is this idea trying to create?"
current_material:
- notes
- brainstorm bullets
- positioning draft
- customer research
- game concept notes
- moodboard / references
- pitch / story draft
strongest_unknown: problem | audience | value | concept-scope | game-pillars | narrative | unknown
downstream_target: bmad | task-planning | marketing-automation | bmad-gds | deck | unknown
constraint: time | scope | evidence | differentiation | alignment | unknown
If the packet is incomplete, continue with explicit assumptions instead of stalling.
Step 2: Choose one primary mode
Select the mode that reduces ambiguity fastest.
| If the biggest gap is... |
Choose... |
Primary output |
| We do not yet know what problem is worth solving |
Problem framing |
problem brief |
| We do not know for whom this idea matters or why it is better |
Audience and value framing |
positioning brief |
| We have too many half-ideas and need one tighter concept |
Concept shaping |
concept brief |
| We need to define fantasy, pillars, loop, and hook for a game |
Game concept framing |
game concept packet |
| The idea exists but people do not understand or support it yet |
Story packaging |
story / pitch packet |
Do not mix multiple modes unless the user explicitly asks for a two-pass workflow.
Step 3: Produce one concept artifact
Return exactly one primary artifact:
problem brief
positioning brief
concept brief
game concept packet
story / pitch packet
The artifact should be concise, reusable, and ready to hand to a downstream skill.
Step 4: Make route-outs explicit
When the concept artifact is done, recommend the next downstream lane if appropriate:
bmad → when the next job is phase routing and selecting PRD / tech spec / architecture / sprint-plan depth
task-planning → when the concept is approved and needs backlog slices, milestones, or execution packets
marketing-automation → when the concept is sound and now needs launch, messaging operations, campaign structure, or KPI-aware marketing follow-through
bmad-gds → when the game concept is strong enough to turn into milestones, GDD slices, playtest planning, or production coordination
Always state why that route-out is next and what packet should be passed forward.
Step 5: Use this output structure
# Idea Routing Brief
## Scope
- Domain: ...
- Stage: ...
- Strongest unknown: ...
- Downstream target: ...
- Confidence: high | medium | low
## Chosen mode
- problem-framing | audience-and-value-framing | concept-shaping | game-concept-framing | story-packaging
## What matters most now
- 2-4 bullets grounded in the packet
## Recommended artifact
- problem brief | positioning brief | concept brief | game concept packet | story / pitch packet
## Artifact contents
| Section | Decision | Why it matters now |
|---------|----------|--------------------|
| ... | ... | ... |
## Immediate next steps
1. ...
2. ...
3. ...
## Route-outs
- Skill / workflow: ...
- Why next: ...
- What to pass forward: ...
## What not to do yet
- 1-3 bullets preventing premature planning, launch detail, or execution drift
Step 6: Keep the artifact lean and decision-oriented
Good outputs are short enough to reuse.
Guardrails:
- prefer a few strong decisions over a giant brainstorm transcript
- convert ideas into constraints, assumptions, and next artifacts
- preserve uncertainty explicitly instead of pretending the concept is resolved
- stop before roadmap depth, sprint decomposition, or campaign execution unless the user asks for the handoff skill next
Compatibility commands and legacy naming
Older BMAD-CIS usage may mention these commands or personas:
bmad-cis-brainstorming
bmad-cis-design-thinking
bmad-cis-innovation-strategy
bmad-cis-problem-solving
bmad-cis-storytelling
- Carson / Maya / Victor / Dr. Quinn / Sophia
Treat them as mode hints, not separate first-class workflows. Map them into the modern modes above:
- brainstorming / design thinking / problem solving → usually
problem framing or concept shaping
- innovation strategy → usually
audience and value framing or concept shaping
- storytelling → usually
story packaging
Output format
Always return a short operator-style idea routing brief.
Required qualities:
- one chosen mode, not a kitchen sink of creativity tactics
- one reusable artifact, not a pile of disconnected ideas
- explicit route-outs to neighboring skills when the next lane is clear
- visible assumptions and unresolved questions
- keep the result under roughly 400-700 words unless the user asks for a larger concept packet
Examples
Example 1: product concept before planning
Input
Use bmad-idea. We think there is an opportunity around AI-assisted team handoffs, but we do not know the sharp problem or who it is really for.
Output sketch
- Chosen mode:
problem framing
- Recommended artifact:
problem brief
- Route-out after approval:
bmad
Example 2: GTM / positioning ambiguity
Input
We built a workflow tool, but our messaging is fuzzy and every pitch sounds generic.
Output sketch
- Chosen mode:
audience and value framing
- Recommended artifact:
positioning brief
- Route-out after approval:
marketing-automation
Example 3: game concept shaping
Input
Help us shape a cozy automation game idea before we start a real GDD.
Output sketch
- Chosen mode:
game concept framing
- Recommended artifact:
game concept packet
- Route-out after approval:
bmad-gds
Best practices
- Act like a concept router, not a prompt zoo — choose one framing mode that fits the ambiguity.
- Prefer one artifact that travels well — the point is to make downstream planning easier.
- Use neighboring skills on purpose —
bmad, task-planning, marketing-automation, and bmad-gds each own later-stage work.
- Keep uncertainty visible — a concept brief should surface assumptions, not bury them.
- Bridge domains without flattening them — product, GTM, and game ideas share structure, but their outputs differ.
- Treat legacy commands as compatibility language — the modern source of truth is the routing model.
References
- references/operating-modes.md
- references/handoff-boundaries.md
- references/concept-packet-template.md
../bmad/SKILL.md
../task-planning/SKILL.md
../marketing-automation/SKILL.md
../bmad-gds/SKILL.md
1---2name: bmad-idea3description: Turn raw ideas into one clear pre-planning concept artifact by choosing the right framing mode: problem framing, audience and value framing, concept shaping, game concept framing, or story packaging. Use when the user needs the next artifact before PRDs, sprint plans, launch execution, or game-production routing.4---567891011# BMAD Idea Router1213Use this skill as the repository's **pre-planning creative intake and concept-routing layer**.1415The job is not to dump dozens of ideation techniques or persona gimmicks.16The job is to:171. normalize a messy early-stage idea packet,182. choose the single framing mode that reduces ambiguity fastest,193. produce one concept artifact that downstream work can actually use,204. route the next step to the right neighboring skill.2122Read [references/operating-modes.md](references/operating-modes.md) for mode-selection heuristics, [references/handoff-boundaries.md](references/handoff-boundaries.md) for adjacent-skill routing, and [references/concept-packet-template.md](references/concept-packet-template.md) for reusable output scaffolding.2324## When to use this skill25- The user has a rough idea and needs a clearer problem, audience, concept, or story before planning starts26- The request is still ambiguous enough that jumping straight to a PRD, sprint plan, or launch plan would be premature27- A product, service, content, or GTM idea needs one concept brief, positioning brief, or narrative packet first28- A game idea needs pillars, player fantasy, core loop, and first concept framing before `bmad-gds` or task decomposition29- The user explicitly mentions brainstorming, concept shaping, design thinking, positioning, JTBD-style framing, story packaging, or pre-planning clarification3031## When not to use this skill32- The main need is phase-based delivery routing or deciding the next BMAD artifact after project framing already exists → use `bmad`33- The main need is backlog slicing, story decomposition, estimation, or sprint preparation → use `task-planning`34- The main need is broad marketing execution, launch planning, funnel work, or KPI-aware campaign routing → use `marketing-automation`35- The main need is game-production coordination for an existing GDD, playtest packet, build issue, or milestone → use `bmad-gds`36- The main need is only rewriting copy or polishing prose with no framing decision to make3738## Operating modes39Choose exactly one primary mode per run.40411. **Problem framing**42 - Use when the idea is fuzzy and the main gap is *what problem actually matters*43 - Best for founders, PMs, designers, and consultants starting from raw opportunity language44452. **Audience and value framing**46 - Use when the offer exists but the target user, JTBD, pains, gains, or differentiation are weak47 - Best for product marketing, GTM, and concept-validation work48493. **Concept shaping**50 - Use when the direction is promising but still needs a tighter concept, constraints, options, and core promise51 - Best for product, feature, service, and offer-level idea shaping52534. **Game concept framing**54 - Use when the packet is about game fantasy, pillars, audience, core loop, progression, or tone before production planning55 - Best for solo developers and small game teams before `bmad-gds`56575. **Story packaging**58 - Use when the main need is a narrative, pitch, concept story, or internal alignment packet59 - Best when the problem is understanding and buy-in rather than raw ideation volume6061## Instructions6263### Step 1: Normalize the idea intake64Capture the packet in this format before choosing a mode:6566```yaml67idea_packet:68 domain: product | gtm | content | consulting | game | mixed | unknown69 stage: raw-idea | rough-concept | candidate-offer | concept-with-notes | narrative-draft | unknown70 audience:71 primary_user: "who this is for"72 pains_or_needs:73 - pain 174 - pain 275 problem_or_goal: "what change or outcome is this idea trying to create?"76 current_material:77 - notes78 - brainstorm bullets79 - positioning draft80 - customer research81 - game concept notes82 - moodboard / references83 - pitch / story draft84 strongest_unknown: problem | audience | value | concept-scope | game-pillars | narrative | unknown85 downstream_target: bmad | task-planning | marketing-automation | bmad-gds | deck | unknown86 constraint: time | scope | evidence | differentiation | alignment | unknown87```8889If the packet is incomplete, continue with explicit assumptions instead of stalling.9091### Step 2: Choose one primary mode92Select the mode that reduces ambiguity fastest.9394| If the biggest gap is... | Choose... | Primary output |95|---|---|---|96| We do not yet know what problem is worth solving | Problem framing | `problem brief` |97| We do not know for whom this idea matters or why it is better | Audience and value framing | `positioning brief` |98| We have too many half-ideas and need one tighter concept | Concept shaping | `concept brief` |99| We need to define fantasy, pillars, loop, and hook for a game | Game concept framing | `game concept packet` |100| The idea exists but people do not understand or support it yet | Story packaging | `story / pitch packet` |101102Do not mix multiple modes unless the user explicitly asks for a two-pass workflow.103104### Step 3: Produce one concept artifact105Return exactly one primary artifact:106- `problem brief`107- `positioning brief`108- `concept brief`109- `game concept packet`110- `story / pitch packet`111112The artifact should be concise, reusable, and ready to hand to a downstream skill.113114### Step 4: Make route-outs explicit115When the concept artifact is done, recommend the next downstream lane if appropriate:116- `bmad` → when the next job is phase routing and selecting PRD / tech spec / architecture / sprint-plan depth117- `task-planning` → when the concept is approved and needs backlog slices, milestones, or execution packets118- `marketing-automation` → when the concept is sound and now needs launch, messaging operations, campaign structure, or KPI-aware marketing follow-through119- `bmad-gds` → when the game concept is strong enough to turn into milestones, GDD slices, playtest planning, or production coordination120121Always state **why** that route-out is next and **what packet** should be passed forward.122123### Step 5: Use this output structure124125```markdown126# Idea Routing Brief127128## Scope129- Domain: ...130- Stage: ...131- Strongest unknown: ...132- Downstream target: ...133- Confidence: high | medium | low134135## Chosen mode136- problem-framing | audience-and-value-framing | concept-shaping | game-concept-framing | story-packaging137138## What matters most now139- 2-4 bullets grounded in the packet140141## Recommended artifact142- problem brief | positioning brief | concept brief | game concept packet | story / pitch packet143144## Artifact contents145| Section | Decision | Why it matters now |146|---------|----------|--------------------|147| ... | ... | ... |148149## Immediate next steps1501. ...1512. ...1523. ...153154## Route-outs155- Skill / workflow: ...156- Why next: ...157- What to pass forward: ...158159## What not to do yet160- 1-3 bullets preventing premature planning, launch detail, or execution drift161```162163### Step 6: Keep the artifact lean and decision-oriented164Good outputs are short enough to reuse.165166Guardrails:167- prefer a few strong decisions over a giant brainstorm transcript168- convert ideas into constraints, assumptions, and next artifacts169- preserve uncertainty explicitly instead of pretending the concept is resolved170- stop before roadmap depth, sprint decomposition, or campaign execution unless the user asks for the handoff skill next171172## Compatibility commands and legacy naming173Older BMAD-CIS usage may mention these commands or personas:174- `bmad-cis-brainstorming`175- `bmad-cis-design-thinking`176- `bmad-cis-innovation-strategy`177- `bmad-cis-problem-solving`178- `bmad-cis-storytelling`179- Carson / Maya / Victor / Dr. Quinn / Sophia180181Treat them as **mode hints**, not separate first-class workflows. Map them into the modern modes above:182- brainstorming / design thinking / problem solving → usually `problem framing` or `concept shaping`183- innovation strategy → usually `audience and value framing` or `concept shaping`184- storytelling → usually `story packaging`185186## Output format187Always return a **short operator-style idea routing brief**.188189Required qualities:190- one chosen mode, not a kitchen sink of creativity tactics191- one reusable artifact, not a pile of disconnected ideas192- explicit route-outs to neighboring skills when the next lane is clear193- visible assumptions and unresolved questions194- keep the result under roughly 400-700 words unless the user asks for a larger concept packet195196## Examples197198### Example 1: product concept before planning199**Input**200> Use bmad-idea. We think there is an opportunity around AI-assisted team handoffs, but we do not know the sharp problem or who it is really for.201202**Output sketch**203- Chosen mode: `problem framing`204- Recommended artifact: `problem brief`205- Route-out after approval: `bmad`206207### Example 2: GTM / positioning ambiguity208**Input**209> We built a workflow tool, but our messaging is fuzzy and every pitch sounds generic.210211**Output sketch**212- Chosen mode: `audience and value framing`213- Recommended artifact: `positioning brief`214- Route-out after approval: `marketing-automation`215216### Example 3: game concept shaping217**Input**218> Help us shape a cozy automation game idea before we start a real GDD.219220**Output sketch**221- Chosen mode: `game concept framing`222- Recommended artifact: `game concept packet`223- Route-out after approval: `bmad-gds`224225## Best practices2261. **Act like a concept router, not a prompt zoo** — choose one framing mode that fits the ambiguity.2272. **Prefer one artifact that travels well** — the point is to make downstream planning easier.2283. **Use neighboring skills on purpose** — `bmad`, `task-planning`, `marketing-automation`, and `bmad-gds` each own later-stage work.2294. **Keep uncertainty visible** — a concept brief should surface assumptions, not bury them.2305. **Bridge domains without flattening them** — product, GTM, and game ideas share structure, but their outputs differ.2316. **Treat legacy commands as compatibility language** — the modern source of truth is the routing model.232233## References234- [references/operating-modes.md](references/operating-modes.md)235- [references/handoff-boundaries.md](references/handoff-boundaries.md)236- [references/concept-packet-template.md](references/concept-packet-template.md)237- `../bmad/SKILL.md`238- `../task-planning/SKILL.md`239- `../marketing-automation/SKILL.md`240- `../bmad-gds/SKILL.md`