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Designs interactive theatrical experiences with branching narratives, audience participation systems, and immersive environmental storytelling.
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This skill provides guidance for creating theatrical experiences where audiences participate in, influence, or co-create the performance through interactive systems and branching narratives.
Compares coding agents like Claude Code and Aider on custom YAML-defined codebase tasks using git worktrees, measuring pass rate, cost, time, and consistency.
Designs and optimizes AI agent action spaces, tool definitions, observation formats, error recovery, and context for higher task completion rates.
Designs, implements, and audits WCAG 2.2 AA accessible UIs for Web (ARIA/HTML5), iOS (SwiftUI traits), and Android (Compose semantics). Audits code for compliance gaps.
This skill provides guidance for creating theatrical experiences where audiences participate in, influence, or co-create the performance through interactive systems and branching narratives.
Passive Active
│ │
├──Traditional──┬──Promenade──┬──Immersive──┬──Participatory──┤
│ Theatre │ Theatre │ Theatre │ Theatre │
│ │ │ │ │
│ Fixed seats │ Audience │ Audience │ Audience │
│ Fourth wall │ moves │ is inside │ affects │
│ No agency │ Partial │ story world │ narrative │
│ │ agency │ Some agency │ Full agency │
└───────────────┴─────────────┴─────────────┴─────────────────┘
| Mode | Description | Design Challenge |
|---|---|---|
| Witness | Observe from within | Manage sight lines, intimacy |
| Explorer | Choose where to go | Balance FOMO, reward curiosity |
| Player | Make story choices | Create meaningful stakes |
| Co-creator | Generate content | Scaffold creativity |
| Performer | Become a character | Lower inhibition barriers |
Linear with Variations
A ──→ B ──→ C ──→ D
↓
B' (variation based on earlier choice)
Branching Tree
┌── B1 ──→ C1
A ────┤
└── B2 ──→ C2 ──┬── D1
└── D2
Folding Paths (reconvergent)
┌── B1 ──┐
A ────┤ ├──→ D
└── B2 ──┘
Hub and Spoke
┌── B ──┐
┌────┤ │
A ──┤ └───────┘
│ ┌── C ──┐
└────┤ │
└───────┘
Parallel Threads
A1 ───────→ B1 ───────→ C1
↕ sync
A2 ───────→ B2 ───────→ C2
class NarrativeChoice:
"""A decision point in the story"""
def __init__(self, prompt, options):
self.prompt = prompt
self.options = options
self.context_requirements = []
self.consequences = {}
def evaluate_options(self, audience_state):
"""Determine available choices based on state"""
available = []
for option in self.options:
if option.is_available(audience_state):
available.append(option)
# Always ensure at least two meaningful options
if len(available) < 2:
available.append(self._create_fallback_option())
return available
class StoryBeat:
"""A unit of narrative action"""
def __init__(self, content, duration_range, choice=None):
self.content = content
self.min_duration = duration_range[0]
self.max_duration = duration_range[1]
self.choice = choice # Optional NarrativeChoice
self.state_changes = {} # What this beat modifies
self.prerequisites = [] # What must be true to reach this
class ConsequenceTracker:
"""Track choices and their ripple effects"""
def __init__(self):
self.choices_made = []
self.world_state = {}
self.character_relationships = {}
self.available_endings = set()
def record_choice(self, choice_id, option_selected, timestamp):
self.choices_made.append({
'choice': choice_id,
'selected': option_selected,
'time': timestamp
})
self._apply_consequences(choice_id, option_selected)
self._update_available_endings()
def _apply_consequences(self, choice_id, option):
"""Apply immediate and delayed consequences"""
# Immediate effects
for effect in option.immediate_effects:
self._apply_effect(effect)
# Queue delayed effects
for effect in option.delayed_effects:
self._queue_effect(effect)
def get_story_fingerprint(self):
"""Unique identifier for this audience's journey"""
return hash(tuple(
(c['choice'], c['selected'])
for c in self.choices_made
))
Make Choices Meaningful:
Avoid Choice Paralysis:
class CollectiveDecision:
"""Aggregate audience input into story decisions"""
def __init__(self, voting_method='plurality'):
self.voting_method = voting_method
self.votes = {}
def collect_votes(self, options, timeout_seconds=30):
"""Gather votes from audience"""
# Methods: raise hands, mobile app, physical movement, sound
pass
def resolve(self):
"""Determine outcome based on voting method"""
methods = {
'plurality': self._plurality, # Most votes wins
'supermajority': self._supermajority, # Needs 2/3
'consensus': self._consensus, # Unanimous
'weighted': self._weighted, # Some votes count more
'random_delegate': self._delegate # One person decides
}
return methods[self.voting_method]()
def _plurality(self):
return max(self.votes.keys(), key=lambda x: self.votes[x])
| Approach | Pros | Cons |
|---|---|---|
| Individual choices | Personal investment | Logistical complexity |
| Collective voting | Easy to manage | Minority feels unheard |
| Representative | Balance of both | Choosing representative |
| Parallel paths | Everyone gets agency | Requires more content |
TRADITIONAL STAGE IMMERSIVE SPACE
┌─────────────────┐ ┌─────────────────────────────┐
│ │ │ GARDEN │ LIBRARY │
│ STAGE │ │ (Past) │ (Memory) │
│ │ │ ◇ ↔ ◇ │
├─────────────────┤ ├────────────┼───────────────┤
│ AUDIENCE │ │ KITCHEN │ BEDROOM │
│ │ │ (Present) │ (Future) │
└─────────────────┘ │ ◇ ↔ ◇ │
└─────────────────────────────┘
◇ = Performance hotspot
↔ = Audience flow path
class ImmersiveSpace:
"""Design an immersive theatrical environment"""
def __init__(self, venue):
self.venue = venue
self.zones = {}
self.artifacts = []
self.ambient_states = {}
def add_zone(self, zone):
"""Define a narrative zone"""
self.zones[zone.name] = zone
def design_discovery_path(self, story_beats):
"""Create environmental narrative arc"""
path = []
for beat in story_beats:
zone = self._select_zone_for_beat(beat)
artifacts = self._place_artifacts(beat, zone)
ambient = self._set_ambient_state(beat, zone)
path.append({
'beat': beat,
'zone': zone,
'artifacts': artifacts,
'ambient': ambient
})
return path
class NarrativeArtifact:
"""Object that tells story when discovered"""
def __init__(self, name, backstory, discovery_trigger):
self.name = name
self.backstory = backstory # What it reveals
self.discovery_trigger = discovery_trigger # How found
self.required_for_story = False
self.hidden_level = 0 # 0=obvious, 5=very hidden
| Sense | Storytelling Uses | Technical Considerations |
|---|---|---|
| Visual | Character, mood, focus | Lighting plots, scenic |
| Audio | Atmosphere, transition | Speakers, acoustic design |
| Smell | Memory, place, emotion | Scent machines, natural |
| Touch | Texture, temperature | Material selection |
| Taste | Ritual, communion | Food safety, allergies |
class ShowController:
"""Manage live show based on audience behavior"""
def __init__(self, script, performers, systems):
self.script = script
self.performers = performers
self.systems = systems # Lights, sound, effects
self.current_beat = None
self.audience_state = AudienceState()
def update(self):
"""Called continuously during show"""
# Observe audience
self.audience_state.update(self._observe_audience())
# Check for triggers
triggers = self._check_triggers()
# Adapt if needed
for trigger in triggers:
self._handle_trigger(trigger)
# Cue performers
self._send_performer_cues()
def _check_triggers(self):
"""Detect conditions that require adaptation"""
triggers = []
# Audience engagement low
if self.audience_state.engagement < 0.3:
triggers.append(('low_engagement', 'intensify'))
# Audience moving to unexpected zone
if self._unexpected_movement():
triggers.append(('migration', 'redirect_or_adapt'))
# Time running over/under
pace = self._calculate_pace()
if pace < 0.8:
triggers.append(('slow_pace', 'compress'))
elif pace > 1.2:
triggers.append(('fast_pace', 'expand'))
return triggers
class PerformerCueSystem:
"""Real-time communication with performers"""
def __init__(self):
self.performers = {}
self.cue_queue = []
def add_performer(self, name, device_type):
"""Register performer with their cue device"""
self.performers[name] = {
'device': device_type, # 'earpiece', 'wearable', 'visual'
'current_track': None,
'status': 'ready'
}
def send_cue(self, performer, cue_type, content, urgency='normal'):
"""Send cue to specific performer"""
cue = {
'performer': performer,
'type': cue_type, # 'go', 'hold', 'redirect', 'improv'
'content': content,
'urgency': urgency
}
self._transmit(cue)
def broadcast_state_change(self, new_state):
"""Inform all performers of story state change"""
for performer in self.performers:
self.send_cue(
performer,
'state_change',
new_state,
urgency='low'
)
## [Show Title] Production Bible
### Concept
- Logline (one sentence)
- Themes
- Audience experience goals
### Narrative
- Story summary (non-branching core)
- Branch points and options
- Endings (and how reached)
- Character breakdowns
### Space
- Venue requirements
- Zone map
- Artifacts inventory
- Technical requirements
### Interactivity
- Choice points catalog
- Participation mechanics
- Edge cases and recovery
### Operations
- Audience journey map
- Performer tracks
- Stage management protocol
- Emergency procedures
TIME | BEAT | ACTION | TRIGGERS
--------|----------------|----------------------|------------------
0:00 | GATHERING | Audience enters | N/A
0:15 | INTRO | Host welcome | All present
0:20 | CHOICE 1 | Vote on path | 2 min timer
0:22 | BRANCH A or B | Split audience | Vote result
... | ... | ... | ...
1:45 | CONVERGENCE | All paths meet | All groups arrive
2:00 | FINALE | Final choice | Timer
2:10 | END | House lights | Applause
references/choice-architecture.md - Designing meaningful decisionsreferences/immersive-case-studies.md - Notable productions analysisreferences/live-systems-tech.md - Technical implementation patterns