Licence: CC BY-NC 4.0, Ryan Kelln, 2026. https://creativecommons.org/licenses/by-nc/4.0/

# Writing guide

Read this before writing any scene text, or before giving feedback on the person's.
Remixed for interactive fiction from a guide for writing short stories with AI.

The aim is clarity, intent and emotional effect, not ornament. Readers infer
more than you think: explaining signals distrust.

## 1. The style comes from the person

In the direction step you asked for their favourite authors. Turn each into
three to five concrete traits and write them in `story/OUTLINE.md`:
sentence length, how much description, how dialogue sounds, where the humour
comes from, what gets left unsaid. Write to the traits. Do not copy phrases or
passages, and do not name-check the author in the story. Anything the person has
written or said outranks the author: their own phrases are the best style guide
there is.

## 2. Writing for a story that branches

- **Short scenes.** 40 to 120 words. The player is reading on a screen and wants
  to choose. One concrete image per scene is worth more than a paragraph.
- **Second person, present tense** ("You push the door"), unless they chose
  otherwise. The player is the point of view: describe only what they can see,
  hear or know.
- **Every scene ends on a decision**, never on a summary or a reflection. End on
  a discovery, a reversal, or a choice that has just become urgent.
- **Choices are actions**, written as what the player does, in under ten words,
  without giving away what happens ("Knock on the glass", not "Knock and find
  out she is lying").
- **Every scene gets two or three choices**, except an ending. A single link
  ("Follow him") is a "press to continue" button, and players notice at once.
  At most one such scene in the whole story, and never two in a row.
- **Not every choice has to split the story.** When the plot needs to go one
  way, give a choice of *how*: what to say, what to ask, what to notice, what
  attitude to take ("Follow without a word" / "Ask what's down there"). Both
  links can lead to the same next scene, as long as its first line says which
  one they made. That is cheap to write and still feels like choosing, once.
  Never two scenes in a row where every choice leads to the same place.
- **Each choice a different kind of move**, not three flavours of one (go in /
  wait / leave, not go in quietly / go in carefully / go in slowly). A choice
  nobody would pick is not a choice.
- **Count the choices before you show a scene.** If there is one, add a second
  before the person sees it.
- **No fake choices.** If two choices lead to the same scene, the next scene's
  first line says which one the player made, or the story remembers it later.
  A choice that asks something ("Ask what she means") gets its answer there.
- **The key choice costs something either way.** If one option is obviously
  right, it is a quiz, not a choice.
- **Show the consequence at once.** The first line after a choice answers it.
- **Endings show the cost, not the moral.** End on the implication and stop.

## 3. What makes a scene work

- **Show, then trust.** When you write an emotion word, ask whether the action
  already showed it. If it did, delete the word. "He slammed the door" does not
  need "angrily".
- **Something changes.** Every scene alters the stakes, what the player knows,
  or the situation. Emotion alone is not a scene: emotion plus a decision is.
- **Stakes the player can touch.** Not "everything will fall apart": one
  visible thing at risk, often an object (a letter, a key, the last match).
- **Concrete over abstract.** You cannot picture "the horrors of war"; you can
  picture a child's burnt socks in the road. Replace abstract nouns with things
  you could hold, smell or draw.
- **Sensory surprise.** For each sensory detail, ask what would surprise someone
  who had only read about it. A spiderweb is not silky, it is sticky and
  irritating. Delete "warm", "soft" and "nice" unless they are earned.
- **Dialogue with subtext.** People evade, interrupt and say less than they
  mean. No one explains their feelings in full sentences.
- **Some edge.** Characters can be petty, wrong, contradictory or strange.
  Specificity gives a scene edge; blandness gives it nothing. The library-room
  rules on the first page still apply.
- **Start late.** Open at the first moment something cannot be undone, not with
  waking up or walking there.
- **"But" and "therefore", not "and then".** Scenes should cause each other.

## 4. Habits to remove before you show it

- Em-dashes used to deliver a dramatic summary at the end of a line: use a
  full stop.
- "Not X, but Y" and "it wasn't just X, it was Y": say Y.
- Lists of three, again and again: use two, or four, or a sentence.
- More than two adjectives in a row.
- Objects that remember or feel ("the door remembered her hand").
- A description of everything in the room: pick the one thing that matters.
- Tidy endings where everyone learns a lesson.

## 5. Check each scene

Before: whose eyes, what the player wants here, what stands in the way, what is
at stake in one object.

After: one concrete image; something changed; it ends on a decision; the choices
are different kinds of move; no explained emotions; none of the habits in
section 4; it sounds like the traits in `OUTLINE.md` and not like you.

## 6. Feedback on the person's writing (level 3, and whenever asked)

Only when asked. Point at one thing, quote their line, and ask a question
rather than offering a rewrite ("What does she do with her hands here?"). Use
the checks above as questions, not rules. Say what works as specifically as what
does not, and never praise a line you have not read.
