narrative-diverge

Generates three distinct narrative takes for fiction-voiced game text via blind multi-agent authoring.

1|Updated Jun 29, 2026
One-click install
npx skills add https://github.com/Raynos/kami-kakushi --skill narrative-diverge-raynos
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: narrative-diverge
Source: https://github.com/Raynos/kami-kakushi/tree/main/.claude/skills/narrative-diverge
Command: npx skills add https://github.com/Raynos/kami-kakushi --skill narrative-diverge-raynos

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Single-draft story writing tends to converge on the first idea, producing generic fiction. This Skill enforces a divergence discipline so every piece of player-facing narrative in the game ships only after multiple genuinely different dramatic options have been authored, scored, and reviewed. ## Core Features & Use Cases - Blind multi-take authoring: Spawns independent agents, each writing a complete take under a distinct dramatic brief (emotional register, information revealed, character stance), with paraphrase sets rejected before authoring starts. - Taste scoring and self-pick: Scores every take with the taste-scorecard, picks a winner by verdict and canon coherence, and records the rationale in a review bundle. - Live in-game review: Lands the pick in canon while keeping alternates in a DEV-only variants area, switchable live in the running game via the DEV panel Review tab, with one human-review item filed per bundle. - Use Case: When writing a new quest intro scene for the incremental RPG, run this Skill to produce three dramatically different versions, review them live in-game, and sign off on the one that becomes canon. ## Quick Start Ask the agent to diverge the story for the new scene or dialogue you are authoring, then review the generated takes live in the DEV panel's Review tab.

Frequently Asked Questions about narrative-diverge

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

FAQPage Schema
How do I generate multiple story options for game dialogue?

Invoke the narrative-diverge workflow on the dialogue unit: it writes three or more dramatic briefs, has blind agents author a complete take per brief, scores each with the taste scorecard, and files one review bundle for human sign-off.

What kinds of text require divergent narrative takes?

Any fiction-voiced text the player reads: rung beats, intro scenes, dialogue, the cold open, flavor lines, and item, creature, or location names and descriptions. Mechanical edits like typo fixes and name syncs are exempt.

How are alternate story takes reviewed in the running game?

The picked take lands in canon while alternates live in a DEV-only variants area. The DEV panel's Review tab Story section switches takes live in the running game through the story overlay, so reviewers read each option in real gameplay context.

What happens to losing narrative takes after sign-off?

On sign-off the losing takes are pruned from the DEV area and the committed review document becomes the archive. On override, the picked unit is swapped in the narrative source, content is regenerated, and the old pick is pruned.

Why are paraphrase-style story options rejected?

Three rewordings of one idea commit the story to the same decisions, so they are rejected before authoring begins. Each take must commit to a different dramatic choice in emotional register, information revealed, or character stance.