Story
This skill explores and documents a game's narrative through open-ended writer
interview. Spawn gat-writer for narrative reasoning. Spawn gat-designer or
gat-artist only when story choices need design-system or visual-direction checks.
Pick questions from the angle table below — follow the conversation, not a script.
Phase 1: Resolve Mode
- If argument is
discuss → Mode: discuss (no files written, exploration only)
- If argument is a hint or empty → Mode:
story (produces narrative docs under gat/narrative/)
Check whether these files exist:
gat/overview/game.md
gat/overview/systems-index.md
gat/overview/art-direction.md
gat/narrative/story.md
gat/narrative/world.md
gat/narrative/characters.md
gat/narrative/quests.md
gat/narrative/dialogue.md
If foundational overview docs exist, read them before asking questions that they
already answer. If they are missing, proceed only with high-level narrative
brainstorming and note that final narrative docs may need revision after
/gat-brainstorm establishes the game overview and systems.
Phase 2: The Interview
Core Rules
- One question at a time. Never batch. Wait for the answer before the next question.
- Provide a recommended answer with each question. Explain the narrative reasoning.
- Prefer open-ended questions. Let the user type free-form responses. Reserve
AskUserQuestion for concrete options where the user needs to choose.
- Pick angles, don't follow steps. Use the angle table as a menu. Jump to
whatever dimension is most useful next.
- If a question can be answered by reading existing files, read them instead of asking.
- Spawn
gat-writer when you need narrative synthesis: premise, tone,
character arcs, world logic, quest structure, dialogue voice, or consistency checks.
- Spawn
gat-designer when narrative choices affect mechanics, system
ownership, progression, player agency, or content volume.
- Spawn
gat-artist when narrative choices affect visual identity,
character/world art hooks, readability, motifs, or asset groups.
Drilling into Vague Narrative Ideas
When the user has a fuzzy story idea, make it playable and specific through
curious questioning.
How to drill:
- When the user says the story should feel a certain way, ask what event,
character choice, or player action creates that feeling.
- When the user mentions lore, ask how the player encounters it: dialogue,
quest, item text, environment, UI, systemic event, or cutscene.
- When a character is named, ask what they want, what blocks them, how they
pressure the player, and whether they change.
- When the user references another work, isolate what to borrow: structure,
tone, world texture, relationship dynamic, mystery shape, or dialogue style.
- When a branching idea appears, ask how many branches must be produced and
whether consequences are cosmetic, systemic, or story-changing.
- When a world fact appears, ask what it causes in daily life, factions,
resources, locations, or mechanics.
- If an answer opens three new questions, resolve the one that most affects
player role, stakes, or content scope first.
Signals that something is still vague and needs more drilling:
- The user uses abstract story adjectives without concrete beats behind them
("dark", "emotional", "epic", "mysterious", "cozy")
- The protagonist, antagonist, or player role lacks motivation
- The world has lore but no player-facing delivery method
- The story can be summarized but not played
- Branching is proposed without content-budget boundaries
- Tone conflicts with gameplay, art direction, or target audience
Seed Extraction
If a concept hint was provided, first spawn gat-writer to extract what the hint
already answers. Briefly summarize what's established so the user can confirm or
correct before diving in. Skip if no hint.
Interview Angles
Pick questions from any angle below. There is no fixed order — follow the thread
that matters most at each moment. The table is a palette, not a checklist.
| # |
Angle |
Purpose |
Example prompts |
| 1 |
Narrative Need |
Decide whether the game needs light flavor, authored story, or deep narrative systems |
How much story does this game need to work? Could it be mostly atmospheric, or does it need plot progression? |
| 2 |
Player Role |
Anchor story to the player's fantasy and verbs |
Who is the player in the world? What do they do that matters narratively? |
| 3 |
Premise & Conflict |
Define the situation and pressure |
What is wrong with the world when play begins? Who or what opposes the player? |
| 4 |
Stakes |
Make outcomes meaningful |
What happens if the player fails? Are the stakes personal, communal, cosmic, comedic, or material? |
| 5 |
Theme |
Clarify what the story is about beneath plot |
What question does the story keep asking? What value is being tested? |
| 6 |
Tone |
Set the audience contract |
Should this feel sincere, tragic, funny, eerie, heroic, cozy, satirical, or something else? |
| 7 |
Structure |
Shape story progression |
Is the story linear, episodic, hub-based, branching, cyclical, or emergent? |
| 8 |
World Rules |
Build coherent setting constraints |
What facts about the world must always be true? What can never happen here? |
| 9 |
Factions & Power |
Create social pressure and conflict |
Who holds power? Who wants change? What resources are scarce? |
| 10 |
Locations |
Turn setting into playable places |
Which places must the player visit, revisit, or transform? What does each location do for the story? |
| 11 |
Characters |
Define cast function and arcs |
Who matters to the player? What does each major character want, and how do they change? |
| 12 |
Antagonism |
Clarify opposition |
Is the antagonist a person, system, environment, mystery, inner flaw, or rival goal? |
| 13 |
Relationships |
Create emotional stakes |
Which relationships carry the story? Ally, rival, mentor, dependent, enemy, community? |
| 14 |
Quests & Beats |
Map narrative into player action |
What are the key story beats, and what does the player do during each one? |
| 15 |
Choice & Consequence |
Bound interactivity |
Which choices matter? Are consequences immediate, delayed, cosmetic, mechanical, or ending-related? |
| 16 |
Dialogue & Voice |
Define how characters sound |
How talkative is the game? Do characters speak in full conversations, short barks, UI text, or silent implication? |
| 17 |
Environmental Storytelling |
Express story without exposition |
What should the player infer from spaces, props, signs, ruins, UI, enemies, or routines? |
| 18 |
Lore Budget |
Prevent scope creep |
How many factions, named NPCs, locations, lore entries, quests, and endings are reasonable for MVP? |
| 19 |
Art Hooks |
Connect narrative to visuals |
What motifs, silhouettes, symbols, color meanings, or materials should art direction carry? |
| 20 |
Sensitivity & Rating |
Avoid harmful or mismatched content |
Are there themes that need content warnings, cultural review, age-rating limits, or softer handling? |
| 21 |
Localization & Readability |
Keep text producible and readable |
How text-heavy can the game be? Does dialogue need to be easy to localize, skip, replay, or summarize? |
Navigating the Interview
- Start where the energy is. If the user leads with a character, start there.
If they lead with setting, start with world rules. If they lead with mechanics,
start with player role and story delivery.
- Drill, don't move on. When the answer is abstract, ask the follow-up that
turns it into a beat, role, rule, or delivery method.
- Ask open-ended, resolve with options. Most questions should be dialogue.
Use
AskUserQuestion only when choosing among concrete narrative proposals.
- Spawn
gat-writer mid-interview when you need a concise story proposal,
character arc set, quest structure, or consistency pass. Present the result,
then ask what to keep or change.
- Loop back naturally. If a later answer contradicts an earlier canon point,
point it out and resolve the tension.
- Know when to stop. The interview has covered enough when:
- The player role, premise, conflict, stakes, tone, and theme are clear
- The story delivery method is known
- The world has enough rules and locations for the game's scope
- Major characters or factions have motivations and functions
- Narrative content volume is bounded
- The user starts repeating themselves rather than adding new information
Phase 3: Write or Summarize
If Mode is story
Before writing, summarize what's been decided across premise, world, characters,
structure, delivery, scope, and open questions. Ask:
"Ready to write the narrative docs?"
Options: Yes, write them / Let me keep discussing
If yes, read the relevant templates:
.claude/docs/templates/design/narrative-story.md
.claude/docs/templates/design/narrative-world.md
.claude/docs/templates/design/narrative-characters.md
.claude/docs/templates/design/narrative-quests.md
.claude/docs/templates/design/narrative-dialogue.md
Spawn gat-writer to write the narrative docs under gat/narrative/.
Always write or update:
Write or update these only when the game needs them:
gat/narrative/world.md for setting rules, factions, locations, culture, or environmental storytelling
gat/narrative/characters.md for named cast, factions-as-characters, voice, arcs, or relationships
gat/narrative/quests.md for authored missions, story objectives, progression beats, or branching consequences
gat/narrative/dialogue.md for conversations, barks, VO, UI narrative text, or reusable voice rules
Pass all interview answers, existing overview/narrative files, and the selected
templates. Instruct the writer to preserve template metadata and source-reference
sections, mark uncertain material as open questions, and keep outputs concise.
If Mode is discuss
Summarize what was decided and what remains open. No files written.
Suggest:
/gat-story (without discuss) to turn this discussion into narrative docs
/gat-milestone to plan milestone slices after overview (and narrative, if needed) are ready
Phase 4: Hand Off
Summarize what was created or discussed.
If narrative docs were written, suggest next steps:
/gat-milestone to plan milestone slices (milestone planning runs BEFORE per-system design; do NOT run /gat-design directly from here)
- If story revealed or changed systems, update
gat/overview/systems-index.md (via /gat-brainstorm or directly) before planning milestones
1---2name: gat-story3description: Develop game story and narrative through one-question-at-a-time writer interviews. Produces narrative docs under gat/narrative/ or runs as discussion-only. Use when the user wants story, plot, lore, worldbuilding, characters, quests, dialogue, narrative tone, or authored story content for a GAT game.4---56# Story78This skill explores and documents a game's narrative through open-ended writer9interview. Spawn `gat-writer` for narrative reasoning. Spawn `gat-designer` or10`gat-artist` only when story choices need design-system or visual-direction checks.11Pick questions from the angle table below — follow the conversation, not a script.1213## Phase 1: Resolve Mode1415- If argument is `discuss` → Mode: `discuss` (no files written, exploration only)16- If argument is a hint or empty → Mode: `story` (produces narrative docs under `gat/narrative/`)1718Check whether these files exist:1920- `gat/overview/game.md`21- `gat/overview/systems-index.md`22- `gat/overview/art-direction.md`23- `gat/narrative/story.md`24- `gat/narrative/world.md`25- `gat/narrative/characters.md`26- `gat/narrative/quests.md`27- `gat/narrative/dialogue.md`2829If foundational overview docs exist, read them before asking questions that they30already answer. If they are missing, proceed only with high-level narrative31brainstorming and note that final narrative docs may need revision after32`/gat-brainstorm` establishes the game overview and systems.3334## Phase 2: The Interview3536### Core Rules3738- **One question at a time.** Never batch. Wait for the answer before the next question.39- **Provide a recommended answer** with each question. Explain the narrative reasoning.40- **Prefer open-ended questions.** Let the user type free-form responses. Reserve41 `AskUserQuestion` for concrete options where the user needs to choose.42- **Pick angles, don't follow steps.** Use the angle table as a menu. Jump to43 whatever dimension is most useful next.44- **If a question can be answered by reading existing files, read them instead of asking.**45- **Spawn `gat-writer`** when you need narrative synthesis: premise, tone,46 character arcs, world logic, quest structure, dialogue voice, or consistency checks.47- **Spawn `gat-designer`** when narrative choices affect mechanics, system48 ownership, progression, player agency, or content volume.49- **Spawn `gat-artist`** when narrative choices affect visual identity,50 character/world art hooks, readability, motifs, or asset groups.5152### Drilling into Vague Narrative Ideas5354When the user has a fuzzy story idea, make it playable and specific through55curious questioning.5657**How to drill:**5859- When the user says the story should feel a certain way, ask what event,60 character choice, or player action creates that feeling.61- When the user mentions lore, ask how the player encounters it: dialogue,62 quest, item text, environment, UI, systemic event, or cutscene.63- When a character is named, ask what they want, what blocks them, how they64 pressure the player, and whether they change.65- When the user references another work, isolate what to borrow: structure,66 tone, world texture, relationship dynamic, mystery shape, or dialogue style.67- When a branching idea appears, ask how many branches must be produced and68 whether consequences are cosmetic, systemic, or story-changing.69- When a world fact appears, ask what it causes in daily life, factions,70 resources, locations, or mechanics.71- If an answer opens three new questions, resolve the one that most affects72 player role, stakes, or content scope first.7374**Signals that something is still vague and needs more drilling:**7576- The user uses abstract story adjectives without concrete beats behind them77 ("dark", "emotional", "epic", "mysterious", "cozy")78- The protagonist, antagonist, or player role lacks motivation79- The world has lore but no player-facing delivery method80- The story can be summarized but not played81- Branching is proposed without content-budget boundaries82- Tone conflicts with gameplay, art direction, or target audience8384### Seed Extraction8586If a concept hint was provided, first spawn `gat-writer` to extract what the hint87already answers. Briefly summarize what's established so the user can confirm or88correct before diving in. Skip if no hint.8990### Interview Angles9192Pick questions from any angle below. There is no fixed order — follow the thread93that matters most at each moment. The table is a palette, not a checklist.9495| # | Angle | Purpose | Example prompts |96|---|-------|---------|-----------------|97| 1 | **Narrative Need** | Decide whether the game needs light flavor, authored story, or deep narrative systems | How much story does this game need to work? Could it be mostly atmospheric, or does it need plot progression? |98| 2 | **Player Role** | Anchor story to the player's fantasy and verbs | Who is the player in the world? What do they do that matters narratively? |99| 3 | **Premise & Conflict** | Define the situation and pressure | What is wrong with the world when play begins? Who or what opposes the player? |100| 4 | **Stakes** | Make outcomes meaningful | What happens if the player fails? Are the stakes personal, communal, cosmic, comedic, or material? |101| 5 | **Theme** | Clarify what the story is about beneath plot | What question does the story keep asking? What value is being tested? |102| 6 | **Tone** | Set the audience contract | Should this feel sincere, tragic, funny, eerie, heroic, cozy, satirical, or something else? |103| 7 | **Structure** | Shape story progression | Is the story linear, episodic, hub-based, branching, cyclical, or emergent? |104| 8 | **World Rules** | Build coherent setting constraints | What facts about the world must always be true? What can never happen here? |105| 9 | **Factions & Power** | Create social pressure and conflict | Who holds power? Who wants change? What resources are scarce? |106| 10 | **Locations** | Turn setting into playable places | Which places must the player visit, revisit, or transform? What does each location do for the story? |107| 11 | **Characters** | Define cast function and arcs | Who matters to the player? What does each major character want, and how do they change? |108| 12 | **Antagonism** | Clarify opposition | Is the antagonist a person, system, environment, mystery, inner flaw, or rival goal? |109| 13 | **Relationships** | Create emotional stakes | Which relationships carry the story? Ally, rival, mentor, dependent, enemy, community? |110| 14 | **Quests & Beats** | Map narrative into player action | What are the key story beats, and what does the player do during each one? |111| 15 | **Choice & Consequence** | Bound interactivity | Which choices matter? Are consequences immediate, delayed, cosmetic, mechanical, or ending-related? |112| 16 | **Dialogue & Voice** | Define how characters sound | How talkative is the game? Do characters speak in full conversations, short barks, UI text, or silent implication? |113| 17 | **Environmental Storytelling** | Express story without exposition | What should the player infer from spaces, props, signs, ruins, UI, enemies, or routines? |114| 18 | **Lore Budget** | Prevent scope creep | How many factions, named NPCs, locations, lore entries, quests, and endings are reasonable for MVP? |115| 19 | **Art Hooks** | Connect narrative to visuals | What motifs, silhouettes, symbols, color meanings, or materials should art direction carry? |116| 20 | **Sensitivity & Rating** | Avoid harmful or mismatched content | Are there themes that need content warnings, cultural review, age-rating limits, or softer handling? |117| 21 | **Localization & Readability** | Keep text producible and readable | How text-heavy can the game be? Does dialogue need to be easy to localize, skip, replay, or summarize? |118119### Navigating the Interview120121- **Start where the energy is.** If the user leads with a character, start there.122 If they lead with setting, start with world rules. If they lead with mechanics,123 start with player role and story delivery.124- **Drill, don't move on.** When the answer is abstract, ask the follow-up that125 turns it into a beat, role, rule, or delivery method.126- **Ask open-ended, resolve with options.** Most questions should be dialogue.127 Use `AskUserQuestion` only when choosing among concrete narrative proposals.128- **Spawn `gat-writer` mid-interview** when you need a concise story proposal,129 character arc set, quest structure, or consistency pass. Present the result,130 then ask what to keep or change.131- **Loop back naturally.** If a later answer contradicts an earlier canon point,132 point it out and resolve the tension.133- **Know when to stop.** The interview has covered enough when:134 - The player role, premise, conflict, stakes, tone, and theme are clear135 - The story delivery method is known136 - The world has enough rules and locations for the game's scope137 - Major characters or factions have motivations and functions138 - Narrative content volume is bounded139 - The user starts repeating themselves rather than adding new information140141## Phase 3: Write or Summarize142143### If Mode is `story`144145Before writing, summarize what's been decided across premise, world, characters,146structure, delivery, scope, and open questions. Ask:147148> "Ready to write the narrative docs?"149> Options: `Yes, write them` / `Let me keep discussing`150151If yes, read the relevant templates:152153- `.claude/docs/templates/design/narrative-story.md`154- `.claude/docs/templates/design/narrative-world.md`155- `.claude/docs/templates/design/narrative-characters.md`156- `.claude/docs/templates/design/narrative-quests.md`157- `.claude/docs/templates/design/narrative-dialogue.md`158159Spawn `gat-writer` to write the narrative docs under `gat/narrative/`.160161Always write or update:162163- `gat/narrative/story.md`164165Write or update these only when the game needs them:166167- `gat/narrative/world.md` for setting rules, factions, locations, culture, or environmental storytelling168- `gat/narrative/characters.md` for named cast, factions-as-characters, voice, arcs, or relationships169- `gat/narrative/quests.md` for authored missions, story objectives, progression beats, or branching consequences170- `gat/narrative/dialogue.md` for conversations, barks, VO, UI narrative text, or reusable voice rules171172Pass all interview answers, existing overview/narrative files, and the selected173templates. Instruct the writer to preserve template metadata and source-reference174sections, mark uncertain material as open questions, and keep outputs concise.175176### If Mode is `discuss`177178Summarize what was decided and what remains open. No files written.179180Suggest:181182- `/gat-story` (without `discuss`) to turn this discussion into narrative docs183- `/gat-milestone` to plan milestone slices after overview (and narrative, if needed) are ready184185## Phase 4: Hand Off186187Summarize what was created or discussed.188189If narrative docs were written, suggest next steps:190191- `/gat-milestone` to plan milestone slices (milestone planning runs BEFORE per-system design; do NOT run `/gat-design` directly from here)192- If story revealed or changed systems, update `gat/overview/systems-index.md` (via `/gat-brainstorm` or directly) before planning milestones