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.