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pig-farm-controller/bmad/bmm/workflows/2-plan-workflows/narrative/instructions-narrative.md
2025-11-01 19:22:39 +08:00

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Narrative Design Workflow

The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml You MUST have already completed the GDD workflow Communicate all responses in {communication_language} This workflow creates detailed narrative content for story-driven games Uses narrative_template for output If users mention gameplay mechanics, note them but keep focus on narrative Facilitate good brainstorming techniques throughout with the user, pushing them to come up with much of the narrative you will help weave together. The goal is for the user to feel that they crafted the narrative and story arc unless they push you to do it all or indicate YOLO

Check if {output_folder}/bmm-workflow-status.yaml exists No workflow status file found. Narrative workflow is optional - you can continue without status tracking. Set standalone_mode = true Load the FULL file: {output_folder}/bmm-workflow-status.yaml Parse workflow_status section Check status of "narrative" workflow Get project_level from YAML metadata Find first non-completed workflow (next expected workflow) ⚠️ Narrative Design Document already completed: {{narrative status}} Re-running will overwrite the existing narrative document. Continue? (y/n) Exiting. Use workflow-status to see your next step. Exit workflow ⚠️ Next expected workflow: {{next_workflow}}. Narrative is out of sequence. Continue with Narrative Design anyway? (y/n) Exiting. Run {{next_workflow}} instead. Exit workflow

Set standalone_mode = false

Load GDD.md from {output_folder} Extract game_type, game_name, and any narrative mentions

What level of narrative complexity does your game have?

Narrative Complexity:

  1. Critical - Story IS the game (Visual Novel, Text-Based Adventure)
  2. Heavy - Story drives the experience (Story-driven RPG, Narrative Adventure)
  3. Moderate - Story enhances gameplay (Metroidvania, Tactics RPG, Horror)
  4. Light - Story provides context (most other genres)

Your game type ({{game_type}}) suggests {{suggested_complexity}}. Confirm or adjust:

Set narrative_complexity

Light narrative games usually don't need a full Narrative Design Document. Are you sure you want to continue?
  • GDD story sections may be sufficient
  • Consider just expanding GDD narrative notes
  • Proceed with full narrative workflow

Your choice:

Load narrative_template from workflow.yaml

Describe your narrative premise in 2-3 sentences.

This is the "elevator pitch" of your story.

Examples:

  • "A young knight discovers they're the last hope to stop an ancient evil, but must choose between saving the kingdom or their own family."
  • "After a mysterious pandemic, survivors must navigate a world where telling the truth is deadly but lying corrupts your soul."

Your premise:

narrative_premise

What are the core themes of your narrative? (2-4 themes)

Themes are the underlying ideas/messages.

Examples: redemption, sacrifice, identity, corruption, hope vs. despair, nature vs. technology

Your themes:

core_themes

Describe the tone and atmosphere.

Consider: dark, hopeful, comedic, melancholic, mysterious, epic, intimate, etc.

Your tone:

tone_atmosphere

What story structure are you using?

Common structures:

  • 3-Act (Setup, Confrontation, Resolution)
  • Hero's Journey (Campbell's monomyth)
  • Kishōtenketsu (4-act: Introduction, Development, Twist, Conclusion)
  • Episodic (Self-contained episodes with arc)
  • Branching (Multiple paths and endings)
  • Freeform (Player-driven narrative)

Your structure:

story_type

Break down your story into acts/sections.

For 3-Act:

  • Act 1: Setup and inciting incident
  • Act 2: Rising action and midpoint
  • Act 3: Climax and resolution

Describe each act/section for your game:

act_breakdown {project-root}/bmad/core/tasks/adv-elicit.xml

List the major story beats (10-20 key moments).

Story beats are significant events that drive the narrative forward.

Format:

  1. [Beat name] - Brief description
  2. [Beat name] - Brief description ...

Your story beats:

story_beats {project-root}/bmad/core/tasks/adv-elicit.xml

Describe the pacing and flow of your narrative.

Consider:

  • Slow burn vs. fast-paced
  • Tension/release rhythm
  • Story-heavy vs. gameplay-heavy sections
  • Optional vs. required narrative content

Your pacing:

pacing_flow

Describe your protagonist(s).

For each protagonist include:

  • Name and brief description
  • Background and motivation
  • Character arc (how they change)
  • Strengths and flaws
  • Relationships to other characters
  • Internal and external conflicts

Your protagonist(s):

protagonists {project-root}/bmad/core/tasks/adv-elicit.xml

Describe your antagonist(s).

For each antagonist include:

  • Name and brief description
  • Background and motivation
  • Goals (what they want)
  • Methods (how they pursue goals)
  • Relationship to protagonist
  • Sympathetic elements (if any)

Your antagonist(s):

antagonists

Describe supporting characters (allies, mentors, companions, NPCs).

For each character include:

  • Name and role
  • Personality and traits
  • Relationship to protagonist
  • Function in story (mentor, foil, comic relief, etc.)
  • Key scenes/moments

Your supporting characters:

supporting_characters {project-root}/bmad/core/tasks/adv-elicit.xml

Describe the character arcs for major characters.

Character arc: How does the character change from beginning to end?

For each arc:

  • Starting state
  • Key transformation moments
  • Ending state
  • Lessons learned

Your character arcs:

character_arcs

Describe your world.

Include:

  • Setting (time period, location, world type)
  • World rules (magic systems, technology level, societal norms)
  • Atmosphere and aesthetics
  • What makes this world unique

Your world:

world_overview

What is the history and backstory of your world?

  • Major historical events
  • How did the world reach its current state?
  • Legends and myths
  • Past conflicts

Your history:

history_backstory {project-root}/bmad/core/tasks/adv-elicit.xml

Describe factions, organizations, or groups (if applicable).

For each:

  • Name and purpose
  • Leadership and structure
  • Goals and methods
  • Relationships with other factions

Your factions:

factions_organizations

Describe key locations in your world.

For each location:

  • Name and description
  • Narrative significance
  • Atmosphere and mood
  • Key events that occur there

Your locations:

locations

Describe your dialogue style.

Consider:

  • Formal vs. casual
  • Period-appropriate vs. modern
  • Verbose vs. concise
  • Humor level
  • Profanity/mature language

Your dialogue style:

dialogue_style

List key conversations/dialogue moments.

Include:

  • Who is involved
  • When it occurs
  • What's discussed
  • Narrative purpose
  • Emotional tone

Your key conversations:

key_conversations

Describe your branching dialogue system.
  • How many branches/paths?
  • What determines branches? (stats, choices, flags)
  • Do branches converge?
  • How much unique dialogue?

Your branching system:

branching_dialogue

How will you tell story through the environment?

Visual storytelling:

  • Set dressing and props
  • Environmental damage/aftermath
  • Visual symbolism
  • Color and lighting

Your visual storytelling:

visual_storytelling

How will audio contribute to storytelling?

  • Ambient sounds
  • Music emotional cues
  • Voice acting
  • Audio logs/recordings

Your audio storytelling:

audio_storytelling

Will you have found documents (journals, notes, emails)?

If yes, describe:

  • Types of documents
  • How many
  • What they reveal
  • Optional vs. required reading

Your found documents:

found_documents

How will you deliver narrative content?

Cutscenes/Cinematics:

  • How many?
  • Skippable?
  • Real-time or pre-rendered?
  • Average length

Your cutscenes:

cutscenes

How will you deliver story during gameplay?

  • NPC conversations
  • Radio/comm chatter
  • Environmental cues
  • Player actions
  • Show vs. tell balance

Your in-game storytelling:

ingame_storytelling

What narrative content is optional?

  • Side quests
  • Collectible lore
  • Optional conversations
  • Secret endings

Your optional content:

optional_content

Describe your ending structure.
  • How many endings?
  • What determines ending? (choices, stats, completion)
  • Ending variety (minor variations vs. drastically different)
  • True/golden ending?

Your endings:

multiple_endings

How does narrative integrate with gameplay?

  • Does story unlock mechanics?
  • Do mechanics reflect themes?
  • Ludonarrative harmony or dissonance?
  • Balance of story vs. gameplay

Your narrative-gameplay integration:

narrative_gameplay

How does story gate progression?

  • Story-locked areas
  • Cutscene triggers
  • Mandatory story beats
  • Optional vs. required narrative

Your story gates:

story_gates

How much agency does the player have?

  • Can player affect story?
  • Meaningful choices?
  • Role-playing freedom?
  • Predetermined vs. dynamic narrative

Your player agency:

player_agency

Estimate your writing scope.

  • Word count estimate
  • Number of scenes/chapters
  • Dialogue lines estimate
  • Branching complexity

Your scope:

writing_scope

Localization considerations?

  • Target languages
  • Cultural adaptation needs
  • Text expansion concerns
  • Dialogue recording implications

Your localization:

localization

Voice acting plans?

  • Fully voiced, partially voiced, or text-only?
  • Number of characters needing voices
  • Dialogue volume
  • Budget considerations

Your voice acting:

voice_acting

Generate character relationship map (text-based diagram) relationship_map

Generate story timeline timeline

Any references or inspirations to note?

  • Books, movies, games that inspired you
  • Reference materials
  • Tone/theme references

Your references:

references

Narrative Design Complete, {user_name}!

Next steps:

  1. Proceed to solutioning (technical architecture)
  2. Create detailed script/screenplay (outside workflow)
  3. Review narrative with team/stakeholders
  4. Exit workflow

Which would you like?

Load the FULL file: {output_folder}/bmm-workflow-status.yaml Find workflow_status key "narrative" ONLY write the file path as the status value - no other text, notes, or metadata Update workflow_status["narrative"] = "{output_folder}/bmm-narrative-{{game_name}}-{{date}}.md" Save file, preserving ALL comments and structure including STATUS DEFINITIONS

Find first non-completed workflow in workflow_status (next workflow to do) Determine next agent from path file based on next workflow

Narrative Design Complete, {user_name}!

Narrative Document:

  • Narrative design saved to {output_folder}/bmm-narrative-{{game_name}}-{{date}}.md

{{#if standalone_mode != true}} Status Updated:

  • Progress tracking updated: narrative marked complete
  • Next workflow: {{next_workflow}} {{else}} Note: Running in standalone mode (no progress tracking) {{/if}}

Next Steps:

{{#if standalone_mode != true}}

  • Next workflow: {{next_workflow}} ({{next_agent}} agent)
  • Optional: Review narrative with writing team or stakeholders

Check status anytime with: workflow-status {{else}} Since no workflow is in progress:

  • Review narrative design with team
  • Refer to the BMM workflow guide if unsure what to do next
  • Or run workflow-init to create a workflow path and get guided next steps {{/if}}