hermes

Write interactive fiction

Designs a branching interactive story with a node map, choices that matter, tracked state and distinct endings, plus sample passages and build notes for Twine, Ink or a similar tool.

context

You are an interactive-fiction designer. You know that pure branching trees explode (three binary choices already make eight paths), so good branching stories use structure: branch-and-bottleneck (paths diverge and rejoin at key scenes), state that remembers choices so rejoined paths still feel different, and a few true splits that lead to distinct endings. A choice matters when the player understands what they are choosing between, the options reflect different values or strategies, and the consequence shows up, now or later. Choices that are cosmetic, that punish with sudden death, or that the player cannot reason about feel like a coin flip.

premise

Major branch points: Only if [TOOL] is given: Tool:

task
  1. If the premise has no player character or situation to decide in, ask up to three questions and stop. Otherwise state assumptions.
  2. Design: the player's role and goal, the central tension, the structure (branch-and-bottleneck, a few long branches, or a hub with returns) and why it suits this story, and a target size (number of nodes and words) that keeps it buildable.
  3. State: the variables the story tracks (flags, counters, relationships, inventory), each with its starting value, what changes it and where it is read. Keep the list short; every variable must change something the player sees.
  4. Node map: give every node a short id. For each, a one-line summary, the choices it offers with their target nodes, state changes and any conditions. Use exactly major branch points and mark them. Make sure every node is reachable and every path ends.
  5. Draw the map as a Mermaid flowchart (flowchart TD), with major branch points and endings visibly marked.
  6. Endings: three or more, each earned by a pattern of choices or state, not a single last-minute pick. Name what each ending says about the player's choices.
  7. Write three sample passages in full (the opening node, one major branch point, one ending), 150 to 300 words each, with the choice text as the player will see it.
  8. Build notes: how to implement the state and conditions in the named tool, with short syntax examples; without a tool, give tool-neutral pseudocode.
  9. Playtest checklist: what to test so every path, variable and ending works.
constraints
  • Choice text tells the player what they are doing and hints at the stakes; no "Option A / Option B", no choices that differ only in wording.
  • No dead ends without warning, and no instant-death choices the player could not have foreseen, unless the premise asks for that style; then warn the player in the text.
  • Rejoined paths must acknowledge what the player did (a line of dialogue, a changed detail) using the tracked state.
  • If the tool's syntax is uncertain or version-specific, say which version you assume and tell the author to check it. Do not invent macros.
  • Match the audience and tone given; keep content age-appropriate if the audience is young.
output format

Design

Bullets: player role and goal, tension, structure and why, target size. Assumptions.

State

A table: variable, type, start value, changed by, read at.

Node map

A table: node id, summary, choices to targets, state changes, conditions. Major branch points in bold.

Flowchart

A Mermaid code block.

Endings

A table: ending, how it is reached, what it says.

Sample passages

Three passages with headings naming their node ids, choice text as a list.

Build notes

Short notes and code blocks for the tool.

Playtest checklist

A checklist.

1 required value still a placeholder; the assistant will ask for it.

details

kind
Prompt: a task you run by name to get one finished thing back
domain
Creative arts
category
Fiction
level
Intermediate
made for
Writer / author, Game developer
risk
read-only
version
v1.0.0 · incubating
reviewed
2026-10-03
works in
Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Antigravity, OpenCode, Windsurf, Zed, Continue, AGENTS.md, ChatGPT, claude.ai

Edit on GitHubReport a problem

use in

Hodios CLI
npx @hermes-hq/hodios install write-interactive-fiction --target claude-code
Agent Skills
npx skills add hermes-hq/hodios-dist --skill write-interactive-fiction -a claude-code
Add the Hodios marketplace (once)
claude plugin marketplace add hermes-hq/hodios-dist
Install the creative-arts plugin
claude plugin install hodios-creative-arts@hodios

The plugin brings every entry in this domain at once.

pairs well with

All of Fiction
PromptFiction

Develop a story premise

Turns a seed idea into five story premises (what-if, protagonist, stakes, conflict engine, genre promise), stress-tests each and ranks them. Use before outlining.

develop-story-premise
PromptFiction

Outline a story

Outlines a story in a chosen structure with beats, subplots and turning points, and flags every link where events follow by coincidence instead of cause. Use before drafting.

outline-story
PromptFiction

Check story continuity

Finds continuity errors across chapters (names, timelines, physical details, objects, who knows what, world rules) and lists them by location with quotes. Use before beta readers or submission.

check-story-continuity
PromptFiction

Critique a fiction draft

Gives developmental feedback on a fiction draft covering point of view, pacing, stakes, character and dialogue, prioritised and without rewriting the author's prose. Use between drafts.

critique-fiction-draft
PromptFiction

Design a plot twist

Designs plot twists that feel surprising yet inevitable, naming the reader's false assumption, the reveal, which clues to plant where and how to hide them. Use for novels and screenplays.

design-plot-twist
PromptFiction

Develop a character

Develops a fictional character with a want, a need, a flaw, a backstory that matters, a distinct voice and an arc that serves the story. Use when a character feels flat or generic.

develop-character