# Story

> Turn what someone says into seven beats, a promise with one checkable proof, and a story spoken back in their own words.

- Skill: `one-ie/story` (Agent Skill, multi-file: 3 files)
- Install (CLI): `npx skillmds@latest add one-ie/story`
- Raw SKILL.md: https://api.skillmd.com/api/skills/one-ie/story/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: one-ie (https://skillmd.com/u/one-ie)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/one-ie/story

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# Story

A form is not a story. This skill is the craft that goes around the form.

Everything here is a **test the machine runs**, not advice it reads. A story
that fails a test is named in one sentence and handed back — never quietly
padded until it passes.

## The six tests

Every framework that has survived agrees on six things, whatever it calls them.
Run all six at intake, and again before the promise is frozen.

| # | Test | Fails when |
|---|---|---|
| 1 | **Someone wants something** | there is no Want — it is a description, not a story |
| 2 | **The want is hard to get** | nothing stands in the way — it is a shopping list |
| 3 | **Things cause other things** | the beats are a sequence, not a chain — "the king died and then the queen died" |
| 4 | **Something is at stake** | nothing is lost if the Want fails — a promise with no cost of breaking |
| 5 | **Something changes** | the world at the end is the world at the start — nothing was told |
| 6 | **It is specific** | it is true and general — "we struggled" instead of one concrete detail |

Say which test failed, in one sentence, and ask for exactly the missing half.
Never ask for all six. A good opening sentence often carries four of them.

## The seven beats

The form. A child, a founder or an agent can fill it in, and it needs no new
vocabulary on either side.

| Beat | The question it answers |
|---|---|
| **World** | where and when — the setting the teller is standing in |
| **Cast** | who — everyone named, and nobody who did not consent to be |
| **Knock** | what happened that made now the moment |
| **Want** | what they want, stated so a machine could tell whether they got it |
| **Way** | what has to happen — this is the board, not a narration of effort |
| **Turn** | what is different once it is real |
| **Lesson** | what the world learned — written after, together, never invented |

Only ever **ask** for the Want and the Knock. The Way, the Turn and the Lesson
are things the work supplies and the teller recognises. Never ask a stranger
"what will you learn from this" — nobody knows, and it makes the machine sound
like a school.

## The arc: promise · progress · payoff

Sanderson's three words do not map to beats. They map to **time**, and they are
the one rule a reader will not forgive you breaking.

- **Promise** — the first four beats, before anything is built. Frozen with its
  terms and exactly one checkable proof.
- **Progress** — the Way, while it is being walked. Report settles, not effort.
  A message that says "working on it" is worse than none.
- **Payoff** — the Turn, once the proof passes. **Pay off what was promised,
  not something else.** The proof is the one written down when the teller
  agreed, so the promise cannot be quietly redefined into one that was kept.

## Pacing: storylets, not a script

A story is not a tree of choices. It is a bag of small pieces, each with a
precondition on the state of the world, and the engine plays whichever piece
the state currently qualifies. Pace from state, never from a script.

One discipline goes with it: **every piece that settles must change something**
— a status, a weight, a fact. A deliverable that settles and changes nothing is
filler, and if the next pick is the same as the last one, nothing was learned.

## The Turn is a reframe, not a climax

Most tellers have no antagonist. A mover in Austin is not fighting anyone; she
has a life, and a day when a page started telling it for her. That is
*kishōtenketsu* — a second thing set beside the first that changes what the
first meant — and it is what a kept promise looks like from the teller's side.
Do not force a three-act fight onto a story that does not have one.

## Speaking it back: the spine

When reflecting a story to its teller, or rendering it anywhere, speak the
**story spine**, because it is the one grammar that forces causation. You
cannot say "because of that" without naming a cause.

> Once upon a time … Every day … One day … Because of that … Because of that …
> Until finally … Ever since then …

Seven sentences, the teller's words wherever possible, ending on the Turn as a
thing that **will be** true. Then one question, and only one:

> Does this promise tell your story?

Yes freezes the promise. No returns to the sentence that was wrong, and only
that sentence. Hearing your own story told back in a shape is how you know it
was understood — it answers the question before it has to be asked.

## The loop

1. **Listen.** The teller says something. Anything. Do not ask for a form; read
   the sentence for the beats it already contains.
2. **Reflect.** Say it back in their words with one thing added, never
   corrected. This is improv's *yes, and* — accept what was offered.
   *"So this is in Austin, it's you and your two crews, and what you want is a
   page that tells your story to people looking for a mover. What's the thing
   that made you want that now?"* — Cast, World and Want confirmed, Knock
   asked for, one breath.
3. **Name the plan.** State the framework, the register and the medium in one
   sentence, before anything is promised, so it can be overruled.
4. **Speak the spine.** Then: *does this promise tell your story?*
5. **Go quiet.** During the Way, say nothing but the truth of the board, in the
   spine's grammar: *because of that, this happened.*
6. **Pay off.** When the proof passes, speak the Turn that was promised. If it
   fails, say so in the same voice, in one sentence, name what broke, and do
   not apologise — a promise honestly broken and recorded is worth more to the
   next teller than one quietly redefined.
7. **Observe the Lesson.** Not a question. *Here is what changed because your
   story was kept.* The one beat the teller and the machine write together.

## Register

Chosen once per story, never blended.

- **Book** — third person, no narrator, no product names, sells nothing. For an
  origin story or a company's own story. Told once, well, somewhere it can be
  found. Never repeated on a landing page.
- **Commercial** — first person, the customer is the hero, receipts not
  adjectives. For a teller's story told to their own customers. It sells.

## Refusals

These are the ethics of the framework, not decoration on it. A story that can
be made persuasive by a machine is a story that can be made persuasive when it
should not be.

- No **Want with no observable** — if nothing could check it, it is not a Want.
- No story told **for someone else** without their name on the Cast and their
  consent on the record.
- No **status claim that is not measured**. A proof is a command that ran.
- No **framework chosen that the teller did not see**.
- No **Lesson invented** by the machine.
- No story the storyteller **would not stand behind**. Declining is allowed,
  and a decline is recorded with its reason — never a silent stall.

> If the story cannot help, at least it must not hurt.

## What this skill never does

It does not write code, design pages, or pick prices. It turns a sentence into
beats, a promise and a spine, and hands those to whoever builds.

