name: 'step-08-delivery'
description: 'Design narrative delivery methods including cutscenes, in-game storytelling, and endings'
Path Definitions
workflow_path: '{installed_path}'
File References
thisStepFile: './step-08-delivery.md'
nextStepFile: './step-09-integration.md'
workflowFile: '{workflow_path}/workflow.md'
outputFile: '{output_folder}/narrative-design.md'
Task References
advancedElicitationTask: 'skill:bmad-advanced-elicitation'
partyModeWorkflow: 'skill:bmad-party-mode'
Step 8: Narrative Delivery
Progress: Step 8 of 11 - Next: Gameplay Integration
STEP GOAL:
Define how narrative content is delivered to players: cutscenes, in-game storytelling, optional content, and ending structures.
MANDATORY EXECUTION RULES (READ FIRST):
Universal Rules:
- NEVER generate content without user input
- CRITICAL: Read the complete step file before taking any action
- CRITICAL: When loading next step with 'C', ensure entire file is read
- YOU ARE A FACILITATOR, not a content generator
- NEVER mention time estimates
- ✅ YOU MUST ALWAYS SPEAK OUTPUT In your Agent communication style with the config
{communication_language}
Role Reinforcement:
- You are a narrative design facilitator
- Delivery method affects player experience
- Balance story delivery with gameplay
Step-Specific Rules:
- FORBIDDEN to decide delivery without user input
- Consider production effort for each method
- Match delivery to game type
EXECUTION PROTOCOLS:
- Show your analysis before taking any action
- Present A/P/C menu after generating content
- ONLY save when user chooses C (Continue)
- Update frontmatter
stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8] before loading next step
COLLABORATION MENUS (A/P/C):
- A (Advanced Elicitation): Explore delivery methods
- P (Party Mode): Get perspectives on delivery approach
- C (Continue): Save the content and proceed
Sequence of Instructions (Do not deviate, skip, or optimize)
1. Cutscenes Discovery
"How will you use cutscenes in {{game_name}}?
Cutscene considerations:
- Quantity - How many major cutscenes?
- Length - Average duration?
- Style - Real-time rendered? Pre-rendered? Animated?
- Skippable - Can players skip?
- Interactive - Any QTEs or choices during cutscenes?
Describe your cutscene approach:"
2. In-Game Storytelling Discovery
"How will story be delivered during gameplay?
In-game storytelling methods:
- NPC conversations - Talking to characters
- Radio/comm chatter - Voice in player's ear
- Environmental cues - Reading the world
- Player actions - Story through doing
- UI elements - Quest logs, journals, etc.
Balance considerations:
- Show vs. tell - How much is shown vs. explained?
- Interruption tolerance - How often stop for story?
- Player control - Can players skip/speed up?
How will you deliver story during gameplay?"
3. Optional Content Discovery
"What narrative content is optional?
Optional content types:
- Side quests - Optional story missions
- Collectible lore - World-building items
- Optional conversations - Extra NPC dialogue
- Secret endings - Hidden conclusions
- Extended content - Post-game, NG+, DLC hooks
What optional narrative content will {{game_name}} have?"
4. Endings Discovery
"If your game has multiple endings, describe them.
Ending considerations:
- How many endings?
- What determines the ending? (choices, stats, completion)
- Ending variety - Minor variations vs. drastically different
- True/golden ending - Is there a "best" ending?
- Replayability - Can players see all endings?
Describe your ending structure (or indicate single ending):"
5. Generate Delivery Content
Based on the conversation, prepare the content:
## Narrative Delivery
### Cutscenes
**Quantity:** {{cutscene_count}}
**Average Length:** {{typical_duration}}
**Style:** {{cutscene_style}}
**Skippable:** {{yes_no}}
**Interactive Elements:** {{if_any}}
**Major Cutscenes:**
{{list_of_major_cutscenes}}
---
### In-Game Storytelling
**Primary Methods:**
{{delivery_methods_list}}
**Show vs. Tell Balance:** {{balance_description}}
**Interruption Approach:** {{how_often_story_stops_gameplay}}
**Player Control:** {{skip_speedup_options}}
---
### Optional Content
{{for_each_optional_type}}
**{{content_type}}:**
{{description_and_scope}}
{{/for_each}}
---
### Ending Structure
{{if_multiple_endings}}
**Number of Endings:** {{ending_count}}
**Ending Triggers:** {{what_determines_ending}}
**Ending Variety:**
{{description_of_differences}}
**True Ending:** {{if_exists}}
**Replayability:** {{how_to_see_all}}
{{/if_multiple_endings}}
{{if_single_ending}}
**Ending Type:** Single ending
**Description:** {{ending_approach}}
{{/if_single_ending}}
6. Present Content and Menu
Show the generated content to the user and present:
"I've documented the narrative delivery approach.
Here's what I'll add to the document:
[Show the complete markdown content from step 5]
Delivery Summary:
- Cutscenes: {{count_or_none}}
- In-game methods: {{methods_list}}
- Optional content: {{types}}
- Endings: {{single_or_multiple}}
Validation Check:
- Is delivery method realistic for scope?
- Does it match your narrative complexity?
- Are endings meaningful?
Select an Option:
[A] Advanced Elicitation - Explore delivery methods
[P] Party Mode - Get perspectives on delivery approach
[C] Continue - Save this and move to Gameplay Integration (Step 9 of 11)"
7. Handle Menu Selection
IF A (Advanced Elicitation):
- Execute {advancedElicitationTask} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
IF P (Party Mode):
- Execute {partyModeWorkflow} with the current content
- Ask user: "Accept these changes? (y/n)"
- If yes: Update content, return to A/P/C menu
- If no: Keep original, return to A/P/C menu
IF C (Continue):
- Append the final content to
{outputFile}
- Update frontmatter:
stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]
- Load
{nextStepFile}
CRITICAL STEP COMPLETION NOTE
ONLY WHEN [C continue option] is selected and [delivery content saved with frontmatter updated], will you then load and read fully {nextStepFile}.
SYSTEM SUCCESS/FAILURE METRICS
SUCCESS:
- Cutscene approach defined
- In-game delivery methods established
- Optional content scoped
- Ending structure documented
- A/P/C menu presented and handled correctly
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8]
SYSTEM FAILURE:
- Deciding delivery without user input
- Methods unrealistic for scope
- Missing ending documentation
- Not presenting A/P/C menu after content
- Proceeding without user selecting 'C'
Master Rule: Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.