6.5 KiB
| name | description | workflow_path | thisStepFile | nextStepFile | workflowFile | outputFile | advancedElicitationTask | partyModeWorkflow |
|---|---|---|---|---|---|---|---|---|
| step-06-dialogue | Define dialogue style, key conversations, and branching systems | {project-root}/_bmad/bmgd/workflows/2-design/narrative | {workflow_path}/steps/step-06-dialogue.md | {workflow_path}/steps/step-07-environmental.md | {workflow_path}/workflow.md | {output_folder}/narrative-design.md | {project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml | {project-root}/_bmad/core/workflows/party-mode/workflow.md |
Step 6: Dialogue Systems
Progress: Step 6 of 11 - Next: Environmental Storytelling
STEP GOAL:
Define dialogue style, key conversations, and branching dialogue systems if applicable.
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
- Dialogue is how characters come alive
- Style should match tone and setting
Step-Specific Rules:
- FORBIDDEN to write dialogue without user direction
- Define style and systems, not actual dialogue
- Consider technical implementation implications
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]before loading next step
COLLABORATION MENUS (A/P/C):
- A (Advanced Elicitation): Explore dialogue depth
- P (Party Mode): Get perspectives on dialogue approach
- C (Continue): Save the content and proceed
Sequence of Instructions (Do not deviate, skip, or optimize)
1. Dialogue Style Discovery
"Let's define how characters speak in {{game_name}}.
Style considerations:
| Aspect | Options |
|---|---|
| Formality | Formal ←→ Casual |
| Period | Period-appropriate ←→ Modern |
| Length | Verbose ←→ Concise |
| Humor | Serious ←→ Comedic |
| Profanity | None ←→ Heavy |
Questions:
- How do different characters speak differently?
- Are there speech patterns or verbal tics?
- What's the overall voice of the game?
Describe your dialogue style:"
2. Key Conversations Discovery
"List key conversations/dialogue moments.
For each important conversation:
- Who is involved?
- When does it occur?
- What's discussed?
- Narrative purpose - What does it accomplish?
- Emotional tone
What are the key conversations in {{game_name}}?"
3. Branching Dialogue Discovery
"Does {{game_name}} have branching dialogue?
If yes, describe:
- How many branches/paths?
- What determines branches? (player choice, stats, flags)
- Do branches converge or stay separate?
- How much unique dialogue?
- What are the consequences of choices?
Describe your branching system (or indicate N/A):"
4. Generate Dialogue Content
Based on the conversation, prepare the content:
## Dialogue Framework
### Dialogue Style
**Overall Voice:** {{dialogue_voice}}
**Style Elements:**
- Formality: {{formality_level}}
- Period: {{period_style}}
- Verbosity: {{verbosity}}
- Humor: {{humor_level}}
- Profanity: {{profanity_level}}
**Character Voice Distinctions:**
{{how_characters_differ}}
---
### Key Conversations
{{for_each_conversation}}
#### {{conversation_name}}
**Participants:** {{who}}
**When:** {{timing}}
**Topic:** {{what_discussed}}
**Purpose:** {{narrative_function}}
**Tone:** {{emotional_tone}}
{{/for_each}}
---
### Branching Dialogue System
{{if_branching}}
**System Type:** {{branching_type}}
**Branch Triggers:** {{what_causes_branches}}
**Branch Scope:**
- Total branches: {{branch_count}}
- Convergence: {{do_they_converge}}
- Unique content: {{percentage_unique}}
**Consequence System:**
{{how_choices_matter}}
{{/if_branching}}
{{if_not_branching}}
**System:** Linear dialogue
**Notes:** {{why_linear}}
{{/if_not_branching}}
5. Present Content and Menu
Show the generated content to the user and present:
"I've documented the dialogue framework.
Here's what I'll add to the document:
[Show the complete markdown content from step 4]
Dialogue Summary:
- Style: {{style_summary}}
- Key conversations: {{count}}
- Branching: {{yes_no}}
Validation Check:
- Does style match your tone?
- Are key conversations identified?
- Is branching scope realistic?
Select an Option: [A] Advanced Elicitation - Explore dialogue depth [P] Party Mode - Get perspectives on dialogue approach [C] Continue - Save this and move to Environmental Storytelling (Step 7 of 11)"
6. 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] - Load
{nextStepFile}
CRITICAL STEP COMPLETION NOTE
ONLY WHEN [C continue option] is selected and [dialogue content saved with frontmatter updated], will you then load and read fully {nextStepFile}.
SYSTEM SUCCESS/FAILURE METRICS
SUCCESS:
- Dialogue style clearly defined
- Key conversations identified
- Branching system documented (if applicable)
- Style matches game tone
- A/P/C menu presented and handled correctly
- Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6]
SYSTEM FAILURE:
- Writing actual dialogue without direction
- Style disconnected from tone
- Missing branching 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.