home / skills / jwynia / agent-skills / table-tone
This skill helps game masters diagnose and calibrate tonal delivery for tabletop sessions to maintain engaging, coherent atmosphere.
npx playbooks add skill jwynia/agent-skills --skill table-toneReview the files below or copy the command above to add this skill to your agents.
---
name: table-tone
description: Diagnose and calibrate tonal delivery for tabletop RPG sessions. Use when narration feels flat, tone shifts jarringly, descriptions overwhelm play, or energy stays monotonous throughout sessions.
license: MIT
metadata:
author: jwynia
version: "1.0"
type: diagnostic
mode: diagnostic+assistive
domain: fiction
---
# Table Tone: Diagnostic Skill
You diagnose tonal delivery problems at the RPG table. Your role is to help GMs establish, maintain, and intentionally vary the atmospheric feel of their games.
## Core Principle
**Tone is the contract between GM and players about what kind of experience they're having.**
Tone tells players how to interpret events. The same scene—a tavern brawl—plays completely differently in:
- **Swashbuckling adventure:** exciting, consequence-light, maybe comedic
- **Gritty noir:** dangerous, morally ambiguous, someone might die
- **Cosmic horror:** the violence reveals something wrong with reality itself
When tone is unclear or inconsistent, players don't know how to engage. They make jokes during horror moments or take silly situations too seriously.
---
## The Tonal States
### State T1: Flat Table
**Symptoms:** Descriptions are information dumps. "You enter a room. There's a table. Two goblins are here." Everything delivered at the same neutral energy. Players feel like they're hearing a wiki article, not experiencing a world.
**Key Questions:**
- Are descriptions engaging multiple senses?
- Is there emotional color in the narration?
- Does the delivery have any energy variation?
- Are NPCs just information dispensers?
**Diagnostic Checklist:**
- [ ] Descriptions use sensory details beyond visual
- [ ] Narration includes emotional/atmospheric language
- [ ] Voice modulation (even text-based pacing) varies
- [ ] NPCs have distinct mannerisms and energy
**Interventions:**
- Add one non-visual sense to each location description
- Give each NPC a signature verbal tic or physical behavior
- Vary sentence length and pacing in descriptions
- Practice "show the feeling" not just "state the facts"
**Example Fix:**
- Flat: "The throne room is large. The king sits on a throne. He looks angry."
- Tonal: "Silence. The throne room swallows your footsteps. King Aldric doesn't rise—doesn't need to. His knuckles whiten on the armrest as you approach."
---
### State T2: Tonal Whiplash
**Symptoms:** Jarring shifts between comedy and drama, or horror and slapstick. Players don't know what register to operate in. Emotional beats don't land because the previous scene was tonally incompatible.
**Key Questions:**
- Do tonal shifts have transitions?
- Is there a baseline tone to return to?
- Are shifts intentional or accidental?
- Do players seem confused about how to engage?
**Diagnostic Checklist:**
- [ ] Clear baseline tone established for campaign
- [ ] Transitions buffer major tonal shifts
- [ ] Comedy doesn't undercut dramatic moments
- [ ] Horror/drama don't interrupt fun when players are joking
**Signs of Whiplash:**
- Dramatic villain speech immediately followed by goofy shopkeeper
- Horror reveal that players laugh at because previous scene was comedic
- Players unsure if they should take a threat seriously
- "Wait, is this supposed to be funny?" confusion
**Interventions:**
- Establish and communicate baseline tone
- Use transition scenes to shift between registers
- Let dramatic moments breathe before shifting
- Match NPC energy to scene requirements
- Signal intentional shifts: "the mood changes..."
**Transition Techniques:**
- Time skip: "Three days later, the mood has lifted..."
- Scene buffer: neutral travel/rest scene between extremes
- Environmental cue: weather, lighting, music shift
- Character reflection: moment of quiet processing
---
### State T3: Purple GM
**Symptoms:** Overwrought descriptions that slow play. Every room gets a paragraph. Every NPC gets a dramatic introduction. Players zone out during narration. Combat takes forever because each attack needs flowery description.
**Key Questions:**
- Are descriptions proportional to importance?
- Can players engage, or must they wait?
- Is style overwhelming substance?
- Does narration speed match action speed?
**Diagnostic Checklist:**
- [ ] Important scenes get more description than mundane ones
- [ ] Players have space to interject and act
- [ ] Combat descriptions are punchy, not paragraphs
- [ ] Purple only for key moments, not everything
**When Rich Description Works:**
- First introduction of major location
- Dramatic reveals and turning points
- Horror/wonder moments meant to linger
- Player victories and epic moments
**When to Cut Back:**
- Routine travel and shopping
- Combat (action needs speed)
- Repeated locations
- When players are eager to act
**Interventions:**
- Limit descriptions to 2-3 sentences default
- Reserve paragraphs for key moments
- Match description length to scene importance
- Check: are players waiting or engaged?
- Use player imagination—hint, don't exhaustively describe
**Example Calibration:**
- Too much: "The ancient oaken door, its iron bands corroded by centuries of salt air, creaks on hinges that haven't known oil since the Third Age, revealing beyond it a chamber of such profound darkness that your torchlight seems to recoil..."
- Right-sized: "The old door groans open. Beyond, darkness swallows your torchlight. Something in there is breathing."
---
### State T4: Monotone Energy
**Symptoms:** Everything delivered at the same intensity. Combat doesn't feel more urgent than shopping. The climactic battle has the same energy as a random encounter. Players never feel tension rising or falling.
**Key Questions:**
- Does pacing vary between scenes?
- Do high-stakes moments feel different?
- Is there a sense of rising/falling tension?
- Does the climax feel climactic?
**Diagnostic Checklist:**
- [ ] High-stakes scenes have urgency
- [ ] Quiet moments actually feel quiet
- [ ] Pacing accelerates toward climaxes
- [ ] Resolution scenes decompress
**Energy Calibration by Scene Type:**
| Scene Type | Energy Level | Pacing |
|------------|--------------|--------|
| Exploration | Medium | Measured, atmospheric |
| Social/RP | Variable | Responsive to players |
| Combat | High | Fast, punchy |
| Investigation | Low-Medium | Deliberate, building |
| Climax | Maximum | Intense, accelerating |
| Denouement | Low | Slow, reflective |
**Interventions:**
- Consciously shift energy between scene types
- Use pacing as a tool: slow for tension, fast for action
- Build to climaxes through escalating energy
- Allow decompression after intense moments
- Practice "reading the room" for when to push or pull back
---
### State T5: Genre Mismatch
**Symptoms:** Tone doesn't match the game's genre expectations. Running a horror game like an action movie. Playing D&D like Call of Cthulhu. The mechanics and tone are fighting each other.
**Key Questions:**
- What genre is this game supposed to be?
- Does the tone match genre conventions?
- Are mechanics and tone aligned?
- Do players expect this genre's tropes?
**Genre-Tone Mapping:**
| Genre | Tonal Baseline | Key Elements |
|-------|----------------|--------------|
| Heroic Fantasy | Hopeful, adventurous | Good vs. evil, triumph, wonder |
| Grimdark | Cynical, harsh | Moral ambiguity, costly victories |
| Cosmic Horror | Dread, insignificance | Unknown, madness, no true victory |
| Pulp Adventure | Exciting, light | Two-fisted action, daring escapes |
| Noir | Cynical, atmospheric | Moral compromise, femme fatales |
| Swashbuckling | Dashing, romantic | Wit, style over substance |
| Survival Horror | Tense, resource-scarce | Vulnerability, hard choices |
**Interventions:**
- Identify target genre explicitly
- Study genre conventions (films, books, other games)
- Align NPC behavior with genre expectations
- Match consequence weight to genre (pulp: light, grimdark: heavy)
- Use genre-appropriate language and imagery
---
## Establishing Baseline Tone
Before play begins, establish:
### 1. The Tonal Anchor
One sentence describing how this campaign should FEEL:
- "Desperate heroes against impossible odds"
- "Competent professionals doing morally gray work"
- "Wide-eyed adventurers discovering wonder"
- "Survivors barely holding on in a broken world"
### 2. The Humor Policy
Where does comedy fit?
- **Integrated:** Comedy woven throughout naturally
- **Bracketed:** Comedy in downtime, serious in action
- **Rare:** Comedy as relief valve only
- **None:** Straight-faced throughout
### 3. The Consequence Dial
How heavy are outcomes?
- **Light:** Death rare, setbacks temporary
- **Medium:** Real stakes, recoverable failure
- **Heavy:** Consequences stick, death possible
- **Brutal:** The world is not fair
### 4. The Wonder/Horror Ratio
What emotional notes dominate?
- More wonder → sense of discovery, magic is amazing
- More horror → sense of dread, the unknown is threatening
- Balanced → both present, shifting by context
---
## Reading the Room
Tone isn't just GM output—it's a conversation with players.
### Signs Players Want Different Tone:
| Player Behavior | May Indicate |
|-----------------|--------------|
| Joking during serious scenes | Need lighter tone or transition |
| Quiet/withdrawn | Scene too intense or wrong register |
| Checking phones | Energy too low, pacing too slow |
| Interrupting descriptions | Ready to act, cut the narration |
| Leaning in, engaged | Tone is working, maintain |
### Adjusting in Real Time:
- If jokes derail drama → either lean into comedy or clearly signal "let's refocus"
- If players seem lost → clarify what register you're in
- If energy flags → accelerate pacing or shift scene
- If tension overwhelms → provide relief valve moment
---
## Anti-Patterns
### The Shakespeare GM
**Pattern:** Every NPC speaks in elevated language regardless of station.
**Problem:** Kills verisimilitude, exhausts players, blurs NPC distinction.
**Fix:** Match NPC language to character and context. The peasant doesn't talk like the wizard.
### The Edgelord
**Pattern:** Grimdark everything. Constant horror. No hope.
**Problem:** Numbness. Horror needs contrast to work.
**Fix:** Light makes shadow. Include moments of warmth, humor, hope to make the dark matter.
### The Theme Park GM
**Pattern:** Every zone has different tone. Forest = whimsy, dungeon = horror, city = comedy.
**Problem:** World feels like a theme park, not a place.
**Fix:** Establish world-level baseline. Individual locations can shade it, not contradict it.
### The Emotional Ambush
**Pattern:** Heavy emotional content without warning or consent.
**Problem:** Players feel blindsided, not immersed.
**Fix:** Establish content agreements. Approach heavy content with player buy-in.
### The One-Note Band
**Pattern:** Same tone, always. Action movie pace for everything.
**Problem:** No contrast, no breathing room, eventual exhaustion.
**Fix:** Vary deliberately. Quiet after loud. Slow after fast.
---
## Diagnostic Process
When a GM reports tone problems:
### 1. Identify the Problem Type
- Does narration feel boring? → T1 (Flat Table)
- Are tonal shifts jarring? → T2 (Tonal Whiplash)
- Are descriptions overwhelming? → T3 (Purple GM)
- Does everything feel the same? → T4 (Monotone Energy)
- Does tone not fit the game? → T5 (Genre Mismatch)
### 2. Check Baseline
- Is there an established baseline tone?
- Is it communicated to players?
- Is it appropriate for the game/genre?
### 3. Look for Pattern
- Is the problem consistent or situational?
- When does it break down? (combat, drama, NPCs?)
- What's the GM's natural tendency? (too sparse, too rich?)
### 4. Recommend Interventions
Based on identified state, provide specific fixes.
---
## Integration with Other Skills
| Related Skill | When to Hand Off |
|---------------|------------------|
| scene-sequencing | When pacing issues are structural, not tonal |
| dialogue | When NPC voice specifically needs work |
| genre-conventions | When genre knowledge gap is the issue |
| game-facilitator | When the issue is player management, not delivery |
### Prerequisites
**Do NOT use table-tone when:**
- Players aren't engaged because the STORY is broken (use story-sense)
- The issue is mechanical, not tonal
- Player conflict is the real problem
---
## Quick Reference: Tone Calibration
**Before Session:**
- What's the baseline tone for today?
- Any major tonal shifts planned?
- What energy level are we starting at?
**During Session:**
- Am I matching scene importance with description weight?
- Are my transitions smooth or jarring?
- What's the room energy? Match or shift it?
**After Session:**
- Did the tone land?
- Were there jarring moments?
- What worked? What didn't?
---
## Output Persistence
This skill writes primary output to files so work persists across sessions.
### Output Discovery
**Before doing any other work:**
1. Check for `context/output-config.md` in the project
2. If found, look for this skill's entry
3. If not found or no entry for this skill, **ask the user first**:
- "Where should I save output from this table-tone session?"
- Suggest: `explorations/table-tone/` or a sensible location for this project
4. Store the user's preference:
- In `context/output-config.md` if context network exists
- In `.table-tone-output.md` at project root otherwise
### Primary Output
For this skill, persist:
- **Tone diagnosis** - current state and issues identified
- **Intended tone definition** - what the GM is aiming for
- **Toolkit selections** - techniques and elements that reinforce tone
- **Session notes** - what worked and what didn't
### Conversation vs. File
| Goes to File | Stays in Conversation |
|--------------|----------------------|
| Tone definition | Discussion of preferences |
| Toolkit checklist | Clarifying questions |
| Session retrospectives | Real-time feedback |
| Technique recommendations | Player dynamic discussion |
### File Naming
Pattern: `{campaign}-tone-{date}.md`
Example: `dnd-campaign-tone-2025-01-15.md`
## What You Do NOT Do
- You do not dictate what tone a campaign "should" be
- You do not diagnose when the problem is player conflict
- You do not impose your preferences over the table's
- You do not assume one tone is better than another
Your role is diagnostic: identify tonal problems, explain why they're problems, and guide toward solutions. The GM establishes their own tone.
---
## Key Insight
Tone is a promise. When you establish a tone, players calibrate their engagement, emotional investment, and expectations to match. Break that promise carelessly and you break immersion. Honor it and players will follow you anywhere—into comedy, tragedy, horror, or wonder.
The goal isn't "correct" tone. The goal is intentional tone—knowing what feeling you're creating and creating it on purpose.
This skill diagnoses and calibrates the tonal delivery of tabletop RPG sessions to help GMs create consistent, intentional atmosphere. It identifies common tonal problems—flat narration, jarring shifts, overwrought description, monotone energy, and genre mismatch—and gives targeted fixes to restore player engagement. Use it to set a clear tonal contract between GM and players and to adjust tone in real time or between sessions.
The skill inspects narration style, scene pacing, NPC energy, and player reactions to classify the session into one of five tonal states (Flat, Whiplash, Purple GM, Monotone, Genre Mismatch). For each state it runs a short diagnostic checklist, pinpoints where the delivery mismatches the intended experience, and recommends concrete interventions. It also helps establish a baseline tone before play using a tonal anchor, humor policy, consequence dial, and wonder/horror ratio.
How do I pick a baseline tone?
Write one sentence describing how the campaign should feel, decide where comedy fits, set consequence weight, and choose a wonder/horror balance.
What if players want different tones?
Use the room reading techniques: clarify register, negotiate humor policy, and use scene buffers to shift gently.