Updated writing-* skills

This commit is contained in:
Matt Pocock
2026-06-25 11:57:14 +01:00
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3 changed files with 57 additions and 23 deletions
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---
name: writing-beats
description: Shape an article as a journey of beats, choose-your-own-adventure style. The user picks a starting beat from the raw material, you write only that beat, then offer options for where to pivot next, beat by beat, until the article reaches a natural end. Use when the user has raw material and wants to assemble it as a narrative rather than an argument.
description: Writing, exploit — assemble raw material into a journey of beats, grounding each term before a beat leans on it.
disable-model-invocation: true
---
<what-to-do>
The user has passed (or will pass) a markdown file of raw material.
The user has passed (or will pass) a markdown file of raw material. This is **exploit**: the exploring is done, the pile is fixed — commit to a path through it and mine the pile to fill each beat.
If the user did not say where to save the article, ask once and remember the path.
Then run a beat-by-beat journey:
Then run a beat-by-beat journey, choose-your-own-adventure style:
1. Write 23 candidate **starting beats**, drawn from the raw material. Each is a different entry point into the article. Show the user the beats before writing it to the article file. The user picks one. Preview what beats that might lead to once written - as if the user is seeing a little way down the path.
2. Once the user picks a starting beat, write **only that beat** to the article file. A beat may be one sentence or several paragraphs — whatever that beat naturally is. Stop there.
3. Re-read the article file from disk. Then offer 23 candidate **next beats** — different directions the journey could pivot to from where the article now stands.
4. Loop steps 24 until the article reaches a natural end.
1. **Establish the prerequisites.** Before any beats, settle with the user what the audience already knows walking in — the concepts that are **grounded** from the start. Everything else must be grounded by a beat before a later beat can use it. See [Grounding](#grounding).
2. Write 23 candidate **starting beats**, drawn from the raw material. Each is a different entry point into the article. Each may only lean on grounded concepts; note what new concepts each one grounds. Show the user the beats before writing to the article file. The user picks one. Preview what beats that pick unlocks — as if the user is seeing a little way down the path.
3. Once the user picks a starting beat, write **only that beat** to the article file. A beat may be one sentence or several paragraphs — whatever that beat naturally is. Stop there.
4. Re-read the article file from disk. Then offer 23 candidate **next beats** — different directions the journey could pivot to from where the article now stands. Each must be reachable from the current grounded set; note what each one grounds.
5. Loop steps 35 until the article reaches a natural end.
</what-to-do>
<supporting-info>
## Grounding
Every **concept** has to be **grounded** before a beat can lean on it: the audience either walked in knowing it or met it in an earlier beat. A beat that reaches for an ungrounded concept loses the reader — that is the one move the journey can't make. The unit is the concept, not the word for it: a beat can lean on an idea the reader lacks even with no jargon in sight. Where a concept has a name — a **term** — grounding it means landing the idea and the term together.
A concept gets grounded one of two ways:
- **Prerequisite** — grounded before the first beat. The audience brings it. Fixed at the start.
- **Introduced** — a beat establishes it, and from then on it's grounded for every later beat.
So each beat does two jobs: it **requires** concepts that are already grounded, and it **grounds** new ones. Keep a running list of what's grounded so far, and update it each time a beat lands.
This is what shapes the choose-your-own-adventure. A candidate beat is only reachable if everything it requires is already grounded; picking a beat that grounds concept X unlocks every beat that was waiting on X. When you offer next beats, they must all be reachable from the current grounded set — and say what each one grounds, so the user can see which paths it opens.
The big lever is what you make a prerequisite versus what you ground inside the piece. Demand too much up front and you shut out readers who don't have it; ground too much inside and the early beats drown in definitions. Settle this with the user when you establish prerequisites, and revisit it whenever a tempting beat turns out to require a concept nothing has grounded yet — the fix is either a grounding beat before it, or promoting the concept to a prerequisite.
## What is a beat
A beat is one move in the journey. It does one thing — sets a scene, lands a point, asks a question, drops an aside, twists the angle. Then it stops, leaving the reader at a place where the next beat can pivot.
@@ -32,11 +49,9 @@ A beat is sized by what it needs:
If a "beat" needs five paragraphs and three subheadings, it's not a beat — it's two beats glued together. Split it.
## Writing one beat
## Pulling from the pile
Once a beat is picked, write _that beat only_ to the article file. Do not write the next beat.
Pull material from the raw pile to populate the beat. You can paraphrase, split, recombine, or quote. The pile is a quarry.
Pull material from the raw pile to populate each beat. You can paraphrase, split, recombine, or quote. The pile is a quarry.
## Ending the journey