gm-craft

Structure branching narratives with pacing, NPC motivation, and dialogue techniques.

Updated Mar 12, 2026
One-click install
npx skills add https://github.com/meytalp-dev/ort-training --skill gm-craft-meytalp-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: gm-craft
Source: https://github.com/meytalp-dev/ort-training/tree/main/.claude/skills/gm-craft
Command: npx skills add https://github.com/meytalp-dev/ort-training --skill gm-craft-meytalp-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Narrative storytelling for interactive games is often ad hoc and inconsistent; gm-craft provides a structured set of techniques to align pacing, NPC motivation, and player agency across branching narratives.

Core Features & Use Cases

  • Fail Forward, Succeed at Cost, NPC Motivation-First Design
  • Diamond Pattern for branching narratives to maintain control while preserving player agency
  • The Remember This technique and dialogue-writing rules to ground player choices
  • Scene pacing guidance and emotional-beat framework to shape tension and relief
  • Use cases: designing branching dialogues, pacing scenes, and creating memorable NPCs

Quick Start

Describe a concise branching dialogue example where a player failure reveals new information and changes the scene.

Frequently Asked Questions about gm-craft

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I maintain narrative pacing in branching dialogue games?

Maintain narrative pacing in branching dialogue by applying an emotional-beat framework that shapes tension and relief across interactive scenes.

What is the Diamond Pattern for branching narratives?

The Diamond Pattern for branching narratives is a structured design technique that maintains narrative control while preserving player agency by converging divergent paths back into a unified storyline.

How do I write consistent NPC motivation across branching paths?

Write consistent NPC motivation across branching paths by using NPC Motivation-First Design, ensuring characters behave reliably regardless of player choices and scene variations.

How do I handle player failure in interactive storytelling without stopping the scene?

Handle player failure in interactive storytelling by using the Fail Forward and Succeed at Cost techniques, allowing failures to reveal new information and change the scene dynamically.

Can I use improv techniques for game narrative design?

Yes, you can use improv techniques for game narrative design; the approach incorporates improv principles alongside the Remember This technique to ground player choices and generate responsive dialogue.

What is the best way to structure interactive narratives for games?

The best way to structure interactive narratives for games is to use a structured set of techniques aligning pacing, NPC motivation, and player agency, replacing ad hoc storytelling with consistent frameworks.