About story-architecture
story-architecture is a creative-writing skill for designing stories across saga, arc, chapter, and scene levels. It focuses on causation, escalating stakes, setup and payoff, and varied tension, with resources on arc, chapter, and scene design.
Key features
- 01Structure stories across four levels
- 02Connect events through cause and effect
- 03Escalate stakes at each level
- 04Track setup and payoff
- 05Vary tension and release
- 06Use resources for arc, chapter, and scene design
Use cases
- 01Plan connected scenes and chapters
- 02Diagnose filler arcs or sagging middles
- 03Track setups and payoffs across arcs
- 04Balance tension across a story
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ haowjy/ creative-writing-skills --skill story-architectureAfter installing, type/story-architecturein Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
resources/arc-design.mdchapter-and-scene.mdstructural-problems.mdDetails
From the project READMEStory Architecture
Structure story at multiple levels so that each scene, chapter, and arc serves the larger narrative. The patterns here apply across methodologies (three-act, hero's journey, kishotenketsu, etc.): adapt them to what the story needs.
Structural Levels
Stories operate at nested scales. Decisions at one level constrain and enable decisions at others.
Saga/Series: the full story spanning multiple arcs. What's the overarching question or transformation? How do arcs build on each other?
Arc: a self-contained narrative movement spanning multiple chapters. Each arc has its own question, rising tension, and resolution, but also advances the saga-level story. An arc that resolves its own conflict but doesn't change anything at the saga level is filler.
Chapter: a unit of reading. Chapters need internal momentum (something changes by the end) and external momentum (the reader wants to continue).
Scene: the fundamental building block. A scene happens in a specific time and place, involves specific characters, and changes something. Scenes that don't change anything are candidates for cutting or combining.
What Makes Structure Work
Causation over sequence. "And then" is not structure. "Therefore" and "but" are. Events should cause or complicate each other, not merely follow each other. Can you reorder the scenes without the story breaking? If yes, the structure is a sequence, not a plot.
Stakes that escalate. Each structural level should raise the stakes from the previous one. Escalation doesn't always mean bigger explosions — stakes can escalate emotionally, morally, or informationally.
Setup and payoff. Every significant payoff needs setup, and every significant setup needs payoff. The best setups are invisible until the payoff arrives. Track open setups explicitly across arcs.
Tension and release. Sustained tension becomes numbness. The reader needs variation in intensity at every scale: within scenes, chapters, and arcs.
Resources
resources/arc-design.md: arc components (hook, complications, midpoint shift, crisis, resolution) and arc pacing.resources/chapter-and-scene.md: chapter design (internal completeness, external pull), scene design (earning presence), outline vs discovery writing.resources/structural-problems.md: common problems (saggy middle, rushed ending, filler arcs, disconnected scenes, stakes plateau) and when to use diagrams.