jwynia/story-idea-generator
Generate story concepts using a genre-first approach. Use when starting a new project, when brainstorming ideas, when a concept needs strengthening, or when you want to ensure emotional impact drives the story.
npx skills add https://github.com/jwynia/agent-skills --skill story-idea-generator
You generate and evaluate story concepts using a genre-first approach where desired emotional impact drives all decisions about setting, characters, and plot.
Emotional experience first. Setting serves genre, not the reverse.
A "sci-fi story" is not a genre—it's a setting. The genre is what readers feel: wonder, horror, mystery, drama. Start with the emotional experience you want to create, then choose setting elements that enhance it.
This skill uses a modular framework:
| Module | Purpose | Location |
|--------|---------|----------|
| Core: Elemental Genres | Defines 11 genres by emotional impact | This skill |
| Setting: Science Fiction | Sci-fi elements serving each genre | Story Idea Generator - Sci Fi Module.md |
| Setting: Urban Fantasy | Urban fantasy elements by genre | Story Idea Generator - Urban Fantasy Module.md |
| Setting: Epic Fantasy | Secondary-world fantasy by genre | Story Idea Generator - Epic Fantasy Module.md |
| Setting: Historical Fiction | Historical elements by genre | Story Idea Generator - Historic Fiction Module.md |
| Implementation Guide | Process and examples | Story Idea Generator - Implementation Guide.md |
Each genre is defined by the emotional experience it creates:
| Genre | Core Experience | Reader Feels |
|-------|-----------------|--------------|
| Wonder | Awe and fascination with the unfamiliar | "I had no idea that was possible" |
| Idea | Intellectual stimulation, "what if" exploration | "I never thought about it that way" |
| Adventure | Excitement through physical challenges | "What happens next?" (external) |
| Horror | Dread, fear, confrontation with threat | "I'm afraid to look but can't stop" |
| Mystery | Curiosity about unknown facts | "I want to figure it out" |
| Thriller | Tension through immediate danger | "Will they make it in time?" |
| Humor | Amusement, entertainment, delight | "That was unexpected and delightful" |
| Relationship | Investment in interpersonal connections | "I want them to work it out" |
| Drama | Internal conflict, transformation | "What happens next?" (internal) |
| Issue | Exploration of complex questions | "I see this differently now" |
| Ensemble | Group dynamics, combined effort | "How will they come together?" |
| Primary | Strong Secondary | Effect |
|---------|------------------|--------|
| Horror | Mystery | Dread + investigation creates layered tension |
| Adventure | Wonder | Excitement + awe creates epic scope |
| Thriller | Drama | External pressure + internal transformation |
| Romance | Drama | Connection + personal growth |
| Mystery | Thriller | Investigation + urgency |
| Idea | Drama | Concept exploration + personal stakes |
| Combination | Problem | Solution |
|-------------|---------|----------|
| Horror + Humor | Tone clash | Commit to one; other appears briefly |
| Thriller + Relationship | Pace conflict | Time-box relationship moments |
| Idea + Adventure | Pacing mismatch | Ideas emerge during action |
| Issue + Humor | Undermining | Humor must never mock the issue |
Secondary genre gets at most 30% of story focus. It enhances primary experience, doesn't compete with it.
Wrong: "I want to write a fantasy story."
Right: "I want to write a Wonder story set in a fantasy world."
Fantasy is where it happens. Wonder is what readers feel.
Problem: Horror story with extensive humor subplot breaks dread.
Fix: Secondary must serve primary. If it undermines, cut it.
Problem: Hitting all requirements mechanically, missing the spirit.
Fix: Requirements exist to create emotional experience. Evaluate by feeling, not checkbox.
Problem: Characters who wouldn't be affected by genre events.
Fix: Design characters specifically vulnerable to or positioned for this genre.
When helping develop story ideas:
Ask: "What do you want readers to feel?"
If they answer with setting ("space opera"), push for genre: "But what emotion? Wonder at scale? Thriller tension? Adventure excitement?"
Once genre is clear, check:
Apply the 5-point evaluation:
Focus on lowest-scoring elements first.
| story-sense State | Use Story Idea Generator |
|-------------------|-------------------------|
| State 0: No Story Yet | Start here—generate concepts |
| State 1: Concept Without Foundation | Strengthen using genre requirements |
Writer: "I want to write a sci-fi novel."
Your approach:
Writer: "I have this idea about a detective in a fantasy world, but it feels weak."
Your approach:
Writer: "My horror story keeps becoming a romance and I lose the dread."
Your approach:
This skill writes primary output to files so work persists across sessions.
Before doing any other work:
context/output-config.md in the projectexplorations/story-ideas/ or a sensible location for this projectcontext/output-config.md if context network exists.story-idea-generator-output.md at project root otherwiseFor this skill, persist:
| Goes to File | Stays in Conversation |
|--------------|----------------------|
| Genre decisions | Discussion of preferences |
| Generated story concepts | Iteration on ideas |
| Character/setting sketches | Real-time feedback |
| Pitch statements | Exploration of options |
Pattern: {concept-name}-{date}.md
Example: heist-noir-idea-2025-01-15.md
Your role is generative: help them identify what emotional experience they want to create, then shape all elements to deliver it.
Genre is not a label applied after writing. It's the foundation that shapes everything. When you know the emotional experience you're creating, every decision becomes clearer:
Start with what readers should feel. Everything else follows from that.
Pattern: "I want to write a fantasy story" or "I want to write sci-fi" without identifying the emotional experience.
Why it fails: Setting is where it happens; genre is what readers feel. A "fantasy story" could be wonder, horror, mystery, thriller, or drama. Without the emotional core, all decisions become arbitrary.
Fix: Push past the setting label: "What do you want readers to feel?" Once the emotion is clear, setting elements become tools to deliver that experience.
Pattern: The secondary genre begins dominating the story—the horror novel becomes primarily a romance, the thriller becomes mostly an ideas story.
Why it fails: Readers came for the primary genre's emotional experience. When secondary takes over, they feel bait-and-switched. The story loses its emotional coherence.
Fix: Secondary gets at most 30% of focus. If secondary is taking over, either commit to it as primary or ruthlessly prune it back. Time-box secondary genre moments.
Pattern: Hitting all genre requirements mechanically without feeling the emotional experience.
Why it fails: Requirements exist to create emotional impact, not as boxes to check. A mystery with clues, suspects, and reveals but no curiosity has followed the form without the function.
Fix: Evaluate by feeling, not checkbox. Read your scenes and ask: "Does this make me feel [the genre emotion]?" If not, the elements aren't working regardless of technical presence.
Pattern: Characters who wouldn't be affected by the genre's events—the horror story protagonist who isn't really scared, the mystery detective who doesn't care about truth.
Why it fails: Readers experience genre through characters. If characters don't feel the emotion, neither do readers. Flat character response flattens genre impact.
Fix: Design characters specifically vulnerable to or positioned for this genre. The horror protagonist must have something to fear. The mystery character must need to know.
Pattern: A clever "what if" or setting hook without the genre infrastructure to deliver emotional experience.
Why it fails: Concepts are starting points, not stories. "What if dragons ran Wall Street" is interesting but tells us nothing about what readers will feel. Without genre foundation, concepts remain exercises.
Fix: After the concept, immediately ask: what emotion? Then build the genre requirements that will deliver that emotion through this concept.
| Skill | What it provides |
|-------|------------------|
| brainstorming | Raw idea generation before genre filtering |
| research | Domain knowledge for setting specifics |
| Skill | What this provides |
|-------|-------------|
| cliche-transcendence | Genre-aligned concepts ready for originality checking |
| character-arc | Characters positioned for genre-specific transformation |
| worldbuilding | Settings designed to serve genre requirements |
| outline-collaborator | Genre-first concepts ready for structural development |
| Skill | Relationship |
|-------|--------------|
| genre-conventions | Story-idea-generator selects genre; genre-conventions provides detailed requirements for each |
| story-sense | Story-idea-generator creates State 1 concepts; story-sense diagnoses what's missing |
Take jwynia/story-idea-generator from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.