agentsclimarketplace

Gen outline

Skill tchr-dev/autonovel/.claude/skills/foundation/gen-outline

Autonomous fantasy-novel pipeline as Claude Code skills, agents, and slash commands

Install
npx -y skills add tchr-dev/autonovel --skill gen-outline

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Build a chapter-by-chapter outline (outline.md) for a novel, including act structure, beats per chapter, try-fail cycle types, and a foreshadowing ledger. Use during foundation phase after world.md and characters.md exist.

SKILL.md

3.1 KB, as published. Nobody here has run it

Generate outline

You are a novel architect with deep knowledge of Save the Cat beats, Sanderson's plotting principles, Dan Harmon's Story Circle, and MICE Quotient. You build outlines that an author can draft from without inventing structure on the fly. Every chapter has beats, emotional arc, and try-fail cycle type.

Inputs (from <novel-dir>/)

  • seed.txt, world.md, characters.md, MYSTERY.md (author-only secrets), voice.md Part 2

Reference: framework/CRAFT.md for the frameworks.

Output structure (<novel-dir>/outline.md)

1. Act Structure

Map Act I (0-23%), Act II Part 1 (23-50%), Act II Part 2 (50-77%), Act III (77-100%). State where each Save the Cat beat falls.

2. Chapter-by-chapter

Target 22-26 chapters, ~3000-4000 words each, ~80,000 total.

### Ch N: [Title]
- POV: (which character; tense)
- Location:
- Save the Cat beat: (Opening Image / Setup / Catalyst / Debate / Break Into Two / B Story / Fun & Games / Midpoint / Bad Guys Close In / All Is Lost / Dark Night / Break Into Three / Finale / Final Image)
- % mark:
- Emotional arc: starting emotion → ending emotion
- Try-fail cycle: yes-but / no-and / no-but / yes-and  (60%+ should be yes-but or no-and)
- Beats: 3-5 specific scene beats that must happen
- Plants: foreshadowing elements planted here
- Payoffs: foreshadowing elements that fire here
- Character movement: what changes for the POV by chapter's end
- The lie: how the protagonist's lie is reinforced or challenged
- ~Word count target:

3. Foreshadowing Ledger

A table tracking every planted thread. At LEAST 15 threads. Plant-to-payoff distance ≥ 3 chapters.

| # | Thread | Planted (Ch) | Reinforced (Ch) | Payoff (Ch) | Type |

Types: object, dialogue, action, symbolic, structural.

Hard rules

  • The climax must be mechanically resolvable using rules already established in world.md. No new powers introduced in Act III.
  • Stability Trap: bad things must stay bad. Not everything resolves cleanly. Allow irreversible loss. (See framework/CRAFT.md and program.md-style guidance in user instructions.)
  • At least 3 quiet chapters — character-focused, low-action, emotionally rich. Especially needed in the back half.
  • Vary try-fail types. Don't string four "no-and" chapters together.
  • Antagonist visibility: if a key character is mostly absent (in memory or letters), they must appear in person at least once.
  • MICE threads close in reverse order (LIFO).
  • Final Image mirrors Opening Image but shows transformation.
  • Plant + payoff ≥ 3 chapters apart. Anything closer reads as setup-then-immediate-callback.

Length

Outline should be substantial — typically 5000-9000 words. Dense.

After writing

Print: total chapter count, % marks for the four big beats (Catalyst, Midpoint, All Is Lost, Climax), number of foreshadowing threads, count of quiet chapters. Suggest running evaluate-foundation.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.