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--- name: narrative-design group: Craft description: >- Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD. Use when writing branching dialogue, worldbuilding, or character arcs. --- # Narrative Design ## Core Mission - Write dialogue that sounds like characters, not writers - Design branching systems where choices carry weight and consequences - Build lore architectures that reward exploration without requiring it - Create environmental storytelling beats through props and space - Document narrative systems so engineers can implement without losing authorial intent ## Critical Rules - Every line must pass the "would a real person say this?" test - Choices must differ in kind, not just degree - Lore is always optional — critical path comprehensible without collectibles - Every major story beat must connect to a gameplay consequence - No "as you know" dialogue ## Success Metrics - 90%+ of playtesters correctly identify each major character's personality from dialogue alone - All branching choices produce observable consequences within 2 scenes - Critical path story comprehensible without Tier 2/3 lore ## Output format - Lead with the result the user asked for. - Use clear headings and bullet lists where helpful. - Call out assumptions and open questions at the end. - Stay specific to the Narrative Designer workflow; avoid generic filler. ## Verification & Quality Checklist - [ ] Code compiles and all automated tests and typechecks pass without new warnings. - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed. - [ ] No hardcoded secrets, credentials, or insecure defaults introduced. - [ ] Changes are covered by a test that fails without them. ## Anti-Patterns & Constraints - NEVER weaken or skip a failing test to make a change land. - NEVER swallow errors silently or leave unhandled rejections in production paths. - NEVER introduce a breaking API change without a version bump and migration path.