home / skills / simhacker / moollm / storytelling-tools
This skill helps you capture, organize, and share stories within the system using notebooks, letters, photo prompts, and README narratives.
npx playbooks add skill simhacker/moollm --skill storytelling-toolsReview the files below or copy the command above to add this skill to your agents.
---
name: storytelling-tools
description: "Build narrative capture and sharing into the system."
license: MIT
tier: 1
allowed-tools:
- read_file
- write_file
related: [card, visualizer, session-log, hero-story]
tags: [moollm, narrative, sharing, capture, moments]
---
# Storytelling Tools
**Build narrative capture and sharing into the system.**
---
## What Are Storytelling Tools?
The Sims didn't just let you play — it let you **tell stories**.
- **Family Album** — Capture screenshots with captions
- **The Sims Exchange** — Upload and download stories, families, save files
- **SimShow** — Record movies of your Sims
- **Create-a-Sim** — Model yourself and your family
The game became a platform for self-expression. Storytelling wasn't an afterthought — it was **infrastructure**.
---
## MOOLLM Storytelling Tools
| Tool | Purpose | Files |
|------|---------|-------|
| **Notebook** | Collect cards, letters, photos, memories | `notebook.yml` |
| **Letters** | Two-way communication with characters | `letter-to-*.yml` |
| **Photo Prompts** | AI-generated scene visualization | `*-photo-*.yml` |
| **README** | GitHub-publishable narrative format | `README.md` |
| **Cards** | Mintable artifacts capturing moments | `*-card.yml` |
---
## The Notebook
A portable container for memories, carried in inventory:
```yaml
notebook:
name: "Adventure Journal"
type: container
pages:
- type: letter
from: "Mother"
about: "Setting out on the quest"
- type: card
name: "The Lamp Song"
created_in: "start/"
- type: photo_series
title: "Victory at the Treasury"
prompts: 8
- type: recipe
name: "Klingon Victory Hors D'oeuvres"
ingredients: ["blue cheese", "grue"]
```
---
## Letters
Two-way communication between player and world:
```yaml
letter:
from: "Captain Ashford"
to: "Mother"
content: |
Dear Mother,
I found the treasure! Also I killed a grue with cheese.
You won't believe how it happened...
attachments:
- photos/victory-selfie-1.yml
- recipes/grue-hors-doeuvres.yml
- inventory: 1 gold coin
promises_made:
- "Return home safely"
- "Not waste food"
- "Write often"
```
Promises become **goals**. Goals drive **narrative**.
---
## Photo Prompts
AI-generated visualizations capture moments:
```yaml
photo_prompt:
title: "Victory Selfie with Chalice"
scene:
location: "Treasury"
lighting: "Golden glow from treasure piles"
subject:
character: "Captain Ashford"
expression: "Triumphant grin"
pose: "Holding chalice aloft"
costume: "Battle-worn waistcoat, matching cape"
style: "Rembrandt lighting, oil painting texture"
references:
- chalice.yml # For consistent details
- costume.yml # For matching description
```
**Key insight:** Photos reference other objects for **coherence**. The chalice in the selfie should match the chalice description.
---
## README as Narrative
Every directory can tell its story:
```markdown
# The Adventure of Captain Ashford
## Chapter 1: A Letter from Mother
I woke up. I remembered who I was...
## Chapter 2: Into the Maze
Armed with lamp and lunch, I ventured forth...
## Artifacts Created
- [lamp-song.yml](./start/lamp-song.yml) — A song about my faithful lamp
- [victory-photos/](./end/victory-photos/) — The moment of triumph
```
**GitHub renders this beautifully.** The README IS the narrative.
---
## Sharing and Remixing
Fork the adventure. Change the story.
```bash
# Clone someone's adventure
cp -r adventure-2/ adventure-3/
# Reset for new protagonist
# Edit player.yml, clear markers, keep world
```
Every adventure is **forkable**. Every story is **shareable**.
---
## The STORYTELLING-TOOLS Protocol
From [PROTOCOLS.yml](../../PROTOCOLS.yml):
```yaml
STORYTELLING-TOOLS:
meaning: "Build narrative capture and sharing into the system."
origin: "The Sims — Family Album, The Sims Exchange"
in_moollm:
notebook: "Cards capture moments and artifacts"
letters: "Communication between characters and player"
photo_prompts: "AI-generated scene visualization"
readme: "GitHub-publishable narrative format"
sharing: "Fork and remix adventures"
```
---
## Dovetails With
- [card/](../card/) — Mintable artifacts
- [soul-chat/](../soul-chat/) — Character conversations
- [session-log/](../session-log/) — Append-only history
- [memory-palace/](../memory-palace/) — Spatial organization
- [procedural-rhetoric/](../procedural-rhetoric/) — Story as persuasion
---
## The Insight
> *"The game became a platform for self-expression."*
> *"Storytelling wasn't an afterthought — it was infrastructure."*
Your adventure is not just played. It's **told**, **captured**, **shared**, **remixed**.
The README on GitHub is the Family Album. The fork is the Exchange.
This skill builds narrative capture and sharing into a system so players and creators can record, organize, and remix stories. It provides portable notebooks, two-way letters, AI photo prompts, markdown READMEs as narratives, and a protocol for sharing. The tools treat storytelling as infrastructure, not an afterthought.
It models narrative artifacts as structured files: notebooks collect pages (letters, cards, photos, recipes), letters encode two-way communications and goals, and photo prompts describe scenes for AI visualization. READMEs act as human-readable story indexes and directories are forkable to enable sharing and remixing. References between artifacts keep visual and narrative details coherent.
How do letters turn into gameplay goals?
Promises listed in a letter are treated as goal statements; systems can surface them to quest trackers or achievement systems.
Can photo prompts ensure visual consistency?
Yes. Photo prompts reference object files (costume, chalice, props) so generated visuals remain coherent with existing artifact descriptions.