story-decisions
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ChineseStory Decisions
故事决策记录
Story decisions evaporate faster than code decisions. The reasoning behind a character's age, a meeting scene's tone, a timeline ordering, a rejected plot thread — it lives in brainstorm sessions that get compacted, in conversations that end, in the author's head between writing sessions. A month later, the question resurfaces: "why did we make the character 8 instead of 10?" and the reasoning is gone. Worse, a writer agent drafts a scene that contradicts a decision nobody recorded.
Record decisions while the reasoning is fresh — in the moment the choice is made, not retroactively. A decision captured from memory after a long brainstorm flattens the nuance: alternatives blur together, constraints lose specificity, reasoning becomes post-hoc justification.
故事决策的消逝速度远快于代码决策。角色年龄设定的缘由、会面场景的基调、时间线的排序、被否决的剧情线——这些信息存在于被压缩的头脑风暴会议中、结束后的对话里,或是作者写作间隙的脑海中。一个月后,类似“我们当初为什么把角色设定为8岁而不是10岁?”的问题再次出现,而当初的理由早已消失。更糟的是,写作Agent可能会写出与无人记录的决策相矛盾的场景。
要在理由还清晰的时候记录决策——在做出选择的当下,而不是事后追溯。从漫长的头脑风暴后凭记忆记录的决策会丢失细节:备选方案变得模糊,约束条件失去具体性,理由变成事后的合理化解释。
What to Record
需要记录的内容
Every decision entry answers three questions: what was decided, why it was chosen, and what else was considered.
- The choice itself. State it concretely — name the characters, scenes, mechanics, or world elements affected. "We decided on a lighter tone" is vague. "The Route 1 meeting uses comedic misunderstanding, not a shared-threat scenario" is a decision.
- The reasoning. What constraints, goals, or creative instincts drove the choice? Was it narrative pacing? Character voice? Thematic consistency? Reasoning without specifics is opinion — "felt right" doesn't help the writer who needs to execute the decision six sessions later.
- Alternatives rejected. Name them and say why they were rejected. "We considered a combat-first meeting but rejected it because the character doesn't have battle experience yet and it would require explaining their competence" is the most valuable sentence in any story decision record — it prevents the next brainstormer from re-proposing the rejected approach.
- Constraints discovered. Often the decision itself is less interesting than the constraint that forced it. "The timeline doesn't allow more than two days on Route 1" explains more than "we compressed the Route 1 arc."
- What changed. If this decision revises a prior one, reference what it replaces and why circumstances shifted. Story direction evolves — that's fine, but the evolution should be traceable.
每一条决策记录都要回答三个问题:做出了什么决定,为什么选择它,以及还考虑过哪些其他选项。
- 选择本身:具体陈述——明确受影响的角色、场景、机制或世界观元素。“我们决定采用更轻松的基调”过于模糊。“1号路线的会面采用喜剧式误解场景,而非共同应对威胁的设定”才是清晰的决策。
- 决策理由:是什么约束条件、目标或创作直觉驱动了这个选择?是叙事节奏?角色人设?主题一致性?没有具体细节的理由只是主观意见——“感觉合适”对六个月后需要执行该决策的作者毫无帮助。
- 被否决的备选方案:列出这些方案并说明否决原因。“我们考虑过以战斗开场的会面,但否决了它,因为该角色目前没有战斗经验,这需要额外解释其能力”是所有故事决策记录中最有价值的内容——它能防止后续头脑风暴者再次提出已被否决的方案。
- 发现的约束条件:通常决策本身不如迫使做出该决策的约束条件重要。“时间线不允许在1号路线上花费超过两天”比“我们压缩了1号路线的剧情弧”更有解释力。
- 变更内容:如果该决策修改了之前的决策,请注明替换的内容以及环境变化的原因。故事方向会不断演变——这很正常,但演变过程应该可追溯。
Where Decisions Live — Inline, Not Separate
决策的存放位置——嵌入内容,而非单独存放
Decisions are written inline with the artifacts they relate to in . Not in a separate decisions file. Not in a master log.
$MERIDIAN_FS_DIR/A character age decision lives in the relevant character file in , annotated where the age is stated. A timeline ordering decision lives in , annotated at the event sequence. A world mechanics decision lives in , annotated at the relevant system description.
$MERIDIAN_FS_DIR/characters/$MERIDIAN_FS_DIR/timeline/$MERIDIAN_FS_DIR/world/This keeps decisions co-located with the facts they govern. When the writer loads a character file, they see not just the current state but why it's that way. When the continuity-checker flags a timeline issue, the reasoning for the ordering is right there.
决策要嵌入到中相关的创作文件里,而非单独的决策文件或主日志中。
$MERIDIAN_FS_DIR/角色年龄的决策要放在下对应的角色文件中,在年龄说明处添加注释。时间线排序的决策放在中,在事件序列处添加注释。世界观机制的决策放在中,在相关系统描述处添加注释。
$MERIDIAN_FS_DIR/characters/$MERIDIAN_FS_DIR/timeline/$MERIDIAN_FS_DIR/world/这样能让决策与其管控的内容共存。当作者打开角色文件时,不仅能看到当前设定,还能知道为什么是这样的设定。当连续性检查工具标记时间线问题时,排序的理由就在旁边。
Annotation Format
注释格式
markdown
Character is 8 years old at story start.
<!-- decision: Age set to 8. Considered 6 (too young for agency in early arcs)
and 10 (too old for the vulnerability dynamic with the mentor). 8 balances
competence with dependence. Session: p142, 2025-03-15 -->Use HTML comments for decision annotations — they're invisible in rendered markdown but preserved in source. Include a session reference so the full discussion can be recovered via if needed.
meridian sessionmarkdown
角色在故事开始时为8岁。
<!-- decision: 年龄设定为8岁。考虑过6岁(在早期剧情弧中缺乏自主能力)
和10岁(与导师的脆弱互动动态不符)。8岁平衡了能力与依赖性。会议:p142,2025-03-15 -->使用HTML注释来添加决策标注——它们在渲染后的Markdown中不可见,但会保留在源码中。如果需要,可包含会议参考,以便通过找回完整的讨论内容。
meridian sessionWhen to Record — and When to Skip
何时记录——何时可以跳过
Record a decision when someone could reasonably make a different choice and the reasoning isn't obvious from the story itself. The test: would a writer agent need this context to draft a scene correctly?
Especially important when:
- Narrowing brainstorm options (the rejected alternatives are as valuable as the chosen one)
- Establishing character traits that constrain future scenes
- Ordering timeline events where the sequence affects plot logic
- Choosing tone or approach for a pivotal scene
- Overriding a critic's finding (record why the orchestrator disagreed)
- Revising a prior decision (what changed and why)
Skip decisions that follow directly from established canon or project conventions. If the story has already established that a character can't battle yet, a scene brief that avoids combat isn't a decision worth recording — it's a constraint.
当其他人可能做出不同选择,且理由无法从故事本身明显看出时,就需要记录决策。判断标准:写作Agent是否需要这些上下文才能正确撰写场景?
以下场景尤其重要:
- 筛选头脑风暴选项(被否决的备选方案与选中的方案同样有价值)
- 确立会限制后续场景的角色特质
- 排序会影响剧情逻辑的时间线事件
- 为关键场景选择基调或处理方式
- 否决评审意见(记录协调者不同意的原因)
- 修改之前的决策(说明变更内容及原因)
如果决策直接遵循已确立的设定或项目惯例,则无需记录。如果故事已经明确某个角色还不能战斗,那么避免战斗的场景大纲就不值得记录——这只是一个约束条件。
Proactive Capture vs Retroactive Mining
主动捕获 vs 追溯挖掘
Proactive — Record as You Go
主动捕获——随时记录
The story-orchestrator and knowledge-orchestrator record decisions in real time as brainstorming narrows options and direction crystallizes. This is the high-quality path — decisions captured in the moment retain their full context.
After a brainstorm session where options were explored and the author chose a direction: immediately dispatch the session-miner to extract decisions and write them inline to . Don't wait — the session context is richest right after the conversation.
$MERIDIAN_FS_DIR/故事协调者和知识协调者要在头脑风暴缩小选项、方向逐渐明确时实时记录决策。这是高质量的记录方式——当下捕获的决策能保留完整的上下文。
在头脑风暴会议结束、作者选定方向后:立即让会议挖掘工具(session-miner)提取决策,并嵌入到的对应文件中。不要等待——会议结束后不久,上下文信息是最完整的。
$MERIDIAN_FS_DIR/Retroactive — Mine Past Sessions
追溯挖掘——从过往会议中提取
When decisions weren't captured in the moment (they often aren't), the session-miner can extract them from past session transcripts using . This recovers what would otherwise be lost, but the quality is lower — compacted sessions may have lost nuance, and the miner is reconstructing reasoning rather than recording it.
meridian sessionUse retroactive mining when:
- A writer or critic encounters a fact with no recorded reasoning
- Starting work on a new arc and needing to gather all prior decisions that constrain it
- Onboarding to a project with existing history but no decision annotations
The session-miner reads transcripts and writes decision annotations inline to the relevant entries, tagged with the source session for traceability.
$MERIDIAN_FS_DIR/当决策没有被及时捕获时(这种情况经常发生),可以通过让会议挖掘工具从过往会议记录中提取决策。这能找回原本会丢失的信息,但质量较低——压缩后的会议记录可能丢失细节,工具是在重建理由而非记录理由。
meridian session在以下场景使用追溯挖掘:
- 作者或评审遇到没有记录理由的设定
- 开始新剧情弧的工作,需要收集所有限制该弧的过往决策
- 加入已有历史但无决策注释的项目
会议挖掘工具会读取记录,并将决策注释嵌入到的对应条目中,同时标记来源会议以确保可追溯。
$MERIDIAN_FS_DIR/