.agents/skills/story-decisions/SKILL.md
Story decision capture and mining — recording what was decided, what was rejected, and why, inline with the artifacts they relate to. Use whenever story direction is being chosen, brainstorm options are being narrowed, character or world choices are being made, or past decisions need to be recovered from session history.
npx skillsauth add haowjy/pokemon-amber story-decisionsInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Story decisions evaporate faster than code decisions. The reasoning behind a character's age, a meeting scene's tone, a timeline ordering, a rejected plot thread — it lives in brainstorm sessions that get compacted, in conversations that end, in the author's head between writing sessions. A month later, the question resurfaces: "why did we make the character 8 instead of 10?" and the reasoning is gone. Worse, a writer agent drafts a scene that contradicts a decision nobody recorded.
Record decisions while the reasoning is fresh — in the moment the choice is made, not retroactively. A decision captured from memory after a long brainstorm flattens the nuance: alternatives blur together, constraints lose specificity, reasoning becomes post-hoc justification.
Every decision entry answers three questions: what was decided, why it was chosen, and what else was considered.
Decisions are written inline with the artifacts they relate to in $MERIDIAN_FS_DIR/. Not in a separate decisions file. Not in a master log.
A character age decision lives in the relevant character file in $MERIDIAN_FS_DIR/characters/, annotated where the age is stated. A timeline ordering decision lives in $MERIDIAN_FS_DIR/timeline/, annotated at the event sequence. A world mechanics decision lives in $MERIDIAN_FS_DIR/world/, annotated at the relevant system description.
This keeps decisions co-located with the facts they govern. When the writer loads a character file, they see not just the current state but why it's that way. When the continuity-checker flags a timeline issue, the reasoning for the ordering is right there.
Character is 8 years old at story start.
<!-- decision: Age set to 8. Considered 6 (too young for agency in early arcs)
and 10 (too old for the vulnerability dynamic with the mentor). 8 balances
competence with dependence. Session: p142, 2025-03-15 -->
Use HTML comments for decision annotations — they're invisible in rendered markdown but preserved in source. Include a session reference so the full discussion can be recovered via meridian session if needed.
Record a decision when someone could reasonably make a different choice and the reasoning isn't obvious from the story itself. The test: would a writer agent need this context to draft a scene correctly?
Especially important when:
Skip decisions that follow directly from established canon or project conventions. If the story has already established that a character can't battle yet, a scene brief that avoids combat isn't a decision worth recording — it's a constraint.
The story-orchestrator and knowledge-orchestrator record decisions in real time as brainstorming narrows options and direction crystallizes. This is the high-quality path — decisions captured in the moment retain their full context.
After a brainstorm session where options were explored and the author chose a direction: immediately dispatch the session-miner to extract decisions and write them inline to $MERIDIAN_FS_DIR/. Don't wait — the session context is richest right after the conversation.
When decisions weren't captured in the moment (they often aren't), the session-miner can extract them from past session transcripts using meridian session. This recovers what would otherwise be lost, but the quality is lower — compacted sessions may have lost nuance, and the miner is reconstructing reasoning rather than recording it.
Use retroactive mining when:
The session-miner reads transcripts and writes decision annotations inline to the relevant $MERIDIAN_FS_DIR/ entries, tagged with the source session for traceability.
data-ai
Team composition for writing workflows — which agents to spawn, how many, what focus areas to assign, and how to scale effort. Use when composing critic panels, dispatching researchers, staffing draft/revise loops, or setting up brainstorm fan-outs.
testing
What fiction readers actually want, framed as four composable reward channels (transportation, aesthetic, social simulation, flow), and the specific documented ways alignment training damages each one. Grounded in reader-psychology research and empirical NLP findings. Load when drafting prose, critiquing a draft, deciding whether to show or tell, diagnosing why a passage feels flat, or reasoning about why a scene is or isn't working.
testing
Logging and referencing writing issues — craft problems, tics, inconsistencies, and structural concerns found during analysis, critique, or review. Use when an agent identifies something worth tracking beyond a single critique report: repeated tics across chapters, inconsistencies that affect multiple scenes, structural problems that need the author's attention, or patterns that should be fixed in revision.
development
Shared artifact convention between orchestrators — what goes where in `$MERIDIAN_FS_DIR/` and `$MERIDIAN_WORK_DIR/`, how artifacts flow between phases, and what each directory means. Use whenever work artifacts, style files, knowledge entries, drafts, or critique reports are being created, referenced, or discussed.