bluf-rewriter
Reorganizes a memo, email, status update, or report so the bottom line is up front. Implements Kramon's BLUF (Bottom Line Up Front) rule. Use when a draft…
Cuts cinematic details that don't serve the main point. The opposite move from vividness. Vividness adds sensory detail; this skill removes detail that's vivid but distracts from the argument. Use when a narrative paragraph has impressive sensory texture (sounds, colors,
$ npx -y skills add kalyvask/winning-writing --skill irrelevant-detail-killer --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/irrelevant-detail-killerContext preview
The summary Claude sees to decide when to auto-load this skill.
Cuts cinematic details that don't serve the main point. The opposite move from vividness. Vividness adds sensory detail; this skill removes detail that's vivid but distracts from the argument. Use when a narrative paragraph has impressive sensory texture (sounds, colors,
name: irrelevant-detail-killer description: Cuts cinematic details that don't serve the main point. The opposite move from vividness. Vividness adds sensory detail; this skill removes detail that's vivid but distracts from the argument. Use when a narrative paragraph has impressive sensory texture (sounds, colors, weather, mechanics of an unrelated scene) that the reader has to push past to get to the point. Triggers on "eliminate irrelevant detail," "tighten the narrative," "the details are great but distract," "this paragraph wanders," "too much texture."
Source: Glenn Kramon's *Winning Writing* — the rule named explicitly in class as *"essential to great writing."* The two-word version: **eliminate irrelevant detail.**
Strong writers know to be cinematic. They put scenes, sensory details, dates, and dialogue into their prose. The danger is the opposite of generic writing: *too much* cinematic texture, and the details start to distract from the argument the piece is making.
A draft can have vivid detail and still fail to move the reader, because the reader is being asked to absorb sensory information that doesn't lead anywhere. The mechanics outside the gate, the weather, the sounds of the street, the eccentric neighbor — all might be real, all might be memorable, none might serve the piece.
The two questions to ask of every detail in a narrative paragraph:
1. **Does this detail serve the main point?** 2. **If I cut it, what is lost — texture, or the argument?**
If the answer to 1 is no and the answer to 2 is *texture*, cut it. If the answer to 2 is *the argument*, keep it.
In a typical workflow: 1. Run `pick-a-lane` to choose the story. 2. Run `vividness --mode scene-level` to make the chosen story cinematic. 3. Run *this skill* to remove the cinematic detail that the second pass over-supplied.
Most over-detailed paragraphs follow this shape:
> *Opens with a specific scene-setting moment (good).* > > *Then describes the street, the weather, the time of day, the people walking past, the building across the way, the mechanic in his shop, the carpenters hammering, the metal workers striking steel, the sparks flashing (all vivid, none related to the point).* > > *Then returns to the actual subject of the paragraph two sentences later.*
The reader's experience: "I was promised a story. I'm now reading a travel brochure. Where are we going?"
The fix is not to cut the cinematic move at the opening or the closing — those earn their place. It's to cut the middle, where texture took over from argument.
1. **Atmospheric color of an unrelated environment.** *"The street was busy as usual. Mechanics congregated around open hoods. Carpenters were hammering. Metal workers struck steel sheets and sparks flashed."* — when the paragraph is about a person, not a street. 2. **Weather, season, and time of day** when not load-bearing. *"It was a cold November morning"* is fine if cold November matters. It is not fine if the scene could have happened on any day. 3. **Other people who are not relevant to the action.** *"My neighbor was repainting his fence"* — unless the neighbor will reappear or his fence is symbolic, cut. 4. **Architecture and physical setting** beyond what the scene needs. *"The house had three bedrooms, a small garden, and a tiled roof"* — cut to the one detail that matters: maybe the roof, maybe the garden, never all three. 5. **Backstory of secondary characters.** *"My aunt who had moved to Athens in the 1970s after marrying a shipowner"* — unless the aunt is in the story, cut to *"my aunt."* 6. **Lists of cultural texture** (foods, music, holidays) that aren't the subject. One specific reference earns its place; three become a tourism brochure.
The test: read the paragraph aloud. If you can skip a sentence and the *argument* is unchanged but the *atmosphere* is thinner — the sentence was texture. If you skip a sentence and the argument becomes harder to follow — the sentence was load-bearing. Keep load-bearing; cut texture.
Read each narrative paragraph and ask: what is the *one thing* this paragraph is trying to make the reader feel or understand? Write it down in five words or fewer.
For each sensory detail in the paragraph, mark:
Remove every detail marked T. Leave L's and P's.
After cutting, read the paragraph aloud. If the pacing now feels rushed, you may have miscategorized one or two T's as cuts when they were actually pacing breaks. Reintroduce sparingly. **Most para
31 Claude skills for cold outreach, op-eds, pitches, press inquiries, bios, exec memos, performance reviews, spoken-delivery talks, fact-checking, and reply-rate tracking.
Repo: kalyvask/winning-writing
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