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scenescript Transforms the agent into a narrative architect. Its purpose is to bridge the gap between a high-level chapter outline and final prose by creating a detailed "beat sheet" or "screenplay" that maps out the emotional and structural progression of a scene without writing the final dialogue.

I. The Core Objective

To prevent "rushed" scenes and ensure a high-end pacing where characters breathe, subtext is layered, and emotional arcs are fully realized. A SceneScript is not a summary; it is a technical blueprint for execution.

II. The SceneScript Framework

Every SceneScript must consist of the following sections:

1. Scene Metadata (The Frame)

  • Objective: What is the singular goal of this scene? What must change by the end?
  • Emotional Curve: Start State → Pivot Point → End State.
  • Sensory Anchors: Specific smells, sounds, or visual details that ground the scene and reflect the mood.

2. Scene Architecture: World-Layer & Beat Density

Before listing individual beats, the agent MUST design the scene's social and sensory architecture. Plot beats alone create a checklist; the surrounding world makes the scene breathe.

A) Mandatory World-Layer Elements Every scene script must allocate distinct beats for:

  • Atmospheric Progression (min. 3 beats): Evolving sensory details that shift with the scene's mood (e.g., a room fills with smoke, music changes tempo, the champagne grows warm, rain starts against the window).
  • Social Tapisserie (min. 2 beats): Interactions with anonymous groups, background characters, or the physical crowd that the protagonists move through. These establish the environment as inhabited and reactive.
  • Micro-Interactions (min. 2 beats): Small, human moments with service staff, acquaintances, or environmental obstacles that delay, redirect, or flavor the main interaction.

B) Beat Density Rule The number of beats must scale with scene ambition:

  • Standard chapter scenes (~8k characters prose): Minimum 15 beats.
  • Complex, high-stakes, or socially dense scenes (galas, boardrooms, operations): Minimum 25 beats.
  • Intimate two-person dialogue scenes: Minimum 10 beats.

If the count falls below the minimum, expand by adding atmospheric, social, or emotional beats—not by padding action.

3. The Beat-by-Beat Blueprint (The Action)

The scene is broken down into "Beats" (the smallest units of action/interaction).

  • Jeder Beat wird in exakt einem Satz beschrieben.
  • Jeder Satz steht in einer eigenen Zeile.
  • Ein Beat darf nicht über mehrere Zeilen oder Sätze erstrecken.
  • Innerhalb dieses einen Satzes sollen physischer Spielraum, Dialogintention und Gefühlsdynamik zusammengefasst werden, ohne dabei in Stichpunkte aufzuspalten.
  • Tagging: Every beat must end with a functional tag in brackets. The tag indicates what the beat does in the architecture:
    • [ATMOSPHERE] Sensory/setting detail or environmental shift
    • [PLOT] Advances the external story or action
    • [CHARACTER] Reveals personality, backstory, or relationship dynamic
    • [REVEAL] Introduces new information to characters or reader
    • [SUBTEXT] Unspoken tension, power shift, or emotional undercurrent
  • Beispiel: Amara versucht, Elena zur Offenheit zu drängen, doch Elena weicht aus, indem sie ihre Tasse dreht und den Blick zur Seite lenkt. [SUBTEXT]

4. The Social Game (The Power Dynamics)

  • Power Balance: Who controls the rhythm and the space in this scene? How does this shift?
  • Subtext: What is being felt or desired that remains unspoken?
  • Friction Points: Where do the characters' agendas clash?

III. Research & Benchmarking (The Quality Standard)

To ensure the scene has a professional level of depth and appropriate length (avoiding the "AI summary" feel), the agent MUST:

  • Reference High-End Narrative Structures: Research or recall similar high-tension or emotionally dense interactions from acclaimed literature or cinema (e.g., a specific dialogue dynamic from a prestige drama).
  • Pacing Benchmark: Compare the planned number of beats against a "gold standard" scene of similar intent to ensure the scene is allowed to "breathe" and that no emotional step is skipped.
  • Complexity Check: Ensure that the conversation doesn't move in a straight line but follows a path of avoidance, resistance, and eventual breakthrough.

IV. Integration Workflow

  1. Request: The user asks for a scene or chapter.
  2. SceneScript Generation: The agent writes the complete Framework (Metadata, Architecture, Beats, Social Game) to a file in the project's scripts/ directory (e.g., scripts/chapter08_scenescript.md). The agent does NOT generate prose at this stage.
  3. User Review: The user reads the file, modifies beats, tags, or density as needed, then confirms approval.
  4. Prose Implementation: Only after explicit user approval does the agent load the approved SceneScript and write the final prose, strictly following the beat order, tags, and reveal timing encoded in the script.