Scene Sequencing
Skill 已验证Structure scenes and control pacing using scene-sequel rhythm. Use when individual scenes work but don't accumulate, when pacing feels off (too rushed or too slow), when transitions feel mechanical, or when readers can follow but aren't compelled forward. Based on Dwight Swain's Goal-Conflict-Disaster and Reaction-Dilemma-Decision structure.
This skill provides a diagnostic tool, `analyze-scene.ts`, written in TypeScript for Deno, that analyzes provided text for narrative structure elements like Goal, Conflict, Disaster, Reaction, Dilemma, and Decision. It assesses pacing, identifies potential issues, and offers recommendations for improving story flow.
Versioning
- info:Release ManagementA version ('1.0') is declared in the SKILL.md frontmatter, but there are no GitHub releases or CHANGELOG, and the repository itself has no commit history.
安装
npx skills add jwynia/agent-skills通过 npx 运行 Vercel skills CLI(skills.sh)— 需要本地安装 Node.js,以及至少一个兼容 skills 的智能体(Claude Code、Cursor、Codex 等)。前提是仓库遵循 agentskills.io 格式。
类似扩展
Outline Coach
98Act as an assistive outline coach who guides structural development through questions. Use when helping someone develop their own outline through diagnosis and frameworks. Critical constraint - never generate outline content. Instead ask questions, identify structural issues, suggest approaches, and let the writer structure.
Genre Conventions
98Diagnose genre problems and generate genre-specific elements. Use when genre promise is unclear, when elements feel misplaced, when secondary genres compete with primary, or when you need genre-specific entropy. Covers all 11 elemental genres from the Writing Excuses framework.
Underdog Unit
98Generate stories about institutional outcasts given impossible mandates with minimal resources. Use when you want team dynamics in hostile institutions, David vs. Goliath within organizations, or narrative tension from constraint-driven creativity.
Worldbuilding Diagnostic Skill
99Diagnose world-level story problems. This skill should be used when settings feel thin, institutions feel designed rather than evolved, economies don't make sense, or non-human species feel like humans in costume. Keywords: worldbuilding, setting, world, institutions, economy, culture, species, consequences.
World Fates
98Manage long-term fate and fortune across a shared world. Use when powerful entities feel permanent, when the world becomes static, when you need probabilistic death/fall mechanics, or when campaigns need world-level consequences that persist. Operates above the game-facilitator level.
Economic Systems
98Design economic systems for fictional worlds. Use when worldbuilding needs currencies, trade networks, resource economies, or when economic pressures should drive plot and character motivation.