adaptation
This skill should be used when the user asks to "make an audiobook", "narration script", "narrator", "ACX", "Findaway",…
This skill should be used when the user asks to "write a branching story", "interactive fiction", "choose your own adventure", "plan the branches", "choice graph", "add a choice", "gamebook", "Twine", "Ink", "draft a branch", "where the branches rejoin", "add an ending",
Claude Code
$ npx -y skills add danjdewhurst/story-skills --skill interactive-fiction --agent claude-code
Codex
$ npx skills add danjdewhurst/story-skills --skill interactive-fiction -a codex -y
Cursor
$ npx skills add danjdewhurst/story-skills --skill interactive-fiction -a cursor -y
Gemini CLI
$ npx skills add danjdewhurst/story-skills --skill interactive-fiction -a gemini-cli -y
GitHub Copilot
$ npx skills add danjdewhurst/story-skills --skill interactive-fiction -a github-copilot -y
OpenCode
$ npx skills add danjdewhurst/story-skills --skill interactive-fiction -a opencode -y
Windsurf
$ npx skills add danjdewhurst/story-skills --skill interactive-fiction -a windsurf -y
name: interactive-fiction description: This skill should be used when the user asks to "write a branching story", "interactive fiction", "choose your own adventure", "plan the branches", "choice graph", "add a choice", "gamebook", "Twine", "Ink", "draft a branch", "where the branches rejoin", "add an ending", "unreachable chapter", "path continuity", "state-differs-by-path", or wants to plan, draft, or revise a story project whose chapters carry `choices`. NOT for turning a finished linear book into an interactive edition in Ink or Twine (use adaptation).
Plan, draft, and revise a branching book: a story project whose chapters are passages joined by `choices` in their frontmatter. The chapters and their choices are the source of truth. `story continuity` follows the paths of choices, and `story build --format twee` or `--format ink` turns the project into a playable Twine or ink story.
This skill owns books written to branch from the start. Turning an existing linear book into an interactive edition (a branch map drawn from its scenes, then a copied project) belongs to the `adaptation` skill; once that edition project exists, draft and revise its chapters here.
A story project with `story.md` in the root. For a new book, start it with the `story-init` skill first. Read `story.md` (`language`, `pov`, `tense`, `form`, `status`, `ifid`) and `chapters/_index.md`, then the `choices` of every chapter: together they are the graph. A small example is [`examples/the-gull-rock-light`](../../examples/the-gull-rock-light/), a branch-and-bottleneck story with two endings.
`unreachable-chapter`, and the other branching findings
chapter (use `chapter-writing`), or a linear continuity audit (use `revision-continuity`). Prose craft inside a passage still comes from `scene-craft` and `line-editing`
choices:
- text: Search the rocks for Tobias
to: chapter-02
- text: Climb the tower to the lamp
to: chapter-03chapter with none is an ending, and a chapter that leads on to one place needs a single choice (`text: Continue`). With no choices anywhere the book is linear again.
break, and no final `<`. Quote it if it looks like a number.
planning, a `chapter-NN` with no file yet; the builds need every target written.
Agree the shape with the user before drafting; see `references/choice-graph.md` for the structures, choice design, and numbering. Then:
1. Draw the graph: every passage, every choice, every rejoin, every ending. Count passages and endings against `target-words` and the `form`. 2. Number chapters so each choice leads to a higher number, except a loop back. The promise, question, and clue ledgers, the clock and route checks, `story pacing`, and the `story diagram` and `story series` lifelines still read chapter numbers, so this keeps them close to the paths. 3. Scaffold each passage as an outline chapter with its POV and cast, then add its `choices` by hand (`story add` does not write them):
story add chapter 'The Landing' --number 1 --status outline --pov ada-fenn --character ada-fenn --hook decision --path .
4. Check the skeleton before writing prose. `story links .` warns `unreachable-chapter` for every chapter no path from the start reaches, and errors on a choice to a missing chapter, except a `chapter-NN` with no file yet, which it allows as scheduled. So a typo such as `chapter-09` for `chapter-08` passes: compare every `to` with the planned passage list by hand, and once every passage has a file, run `story build . --format twee`, which refuses any choice to a missing chapter. 5. Record the state choices set that the CLI does not track (flags, trust, items the reader can carry down one branch) in `notes/branch-map.md`, a working file the CLI ignores: a table of each flag, the chapter that sets it, and the chapters that read it.
Draft with the `chapter-writing` workflow (outline, approval, prose, post-write updates), with these differences:
book it holds only what was drafted and learned on a path to that chapter, so a sibling branch never leaks in.
to it, and nothing from its sibling.
there. Read each incoming chapter and write only what is true on every path: who is where, who is hurt, what the reader has seen. Facts are marked known when any incoming path teaches them, so check each fact the rejoin uses against every branch. A detail that differs by path stays out of the rejoin prose, or is carried by a flag in the built Twine or ink file (see Build).
each choice meaningful, informed, and acknowledged in the passage it leads to.
pays off the path that reached it. Name it as an ending in the prose if the book's style does (`THE END.`).
Agent Skills for end-to-end story writing in markdown, packaged as Codex and Claude Code plugins.
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