Product & Designrbergman/dark-matter-mark...
game-narrative-craft
Sentence- and passage-level prose craft for short-form game narrative: choice text, interstitials, vignettes, event text, quest copy, epilogues, story bibles, and any in-game writing the player actually reads. Use when writing or reviewing narrative prose for a game, when AI-drafted game text reads flat or generic, when a passage told to be 'brief' came back as a summary instead of a scene, when narrative doesn't land because the player lacks context the writer had, or when branch content is doubling without the story feeling more responsive. Covers the compression rule, the information-state ledger, word-count bands per structural slot, choice-as-dialogue, branch-the-frame, failure-as-different-content, callback discipline, entropy seeding, perspective, and an AI-tell blacklist. Genre-neutral — pair with a register skill such as cosmic-horror-register for tone. Sits below narrative-design, which covers architecture and branch budget rather than prose.