Install
openclaw skills install bookforge-story-plot-selectorPick the right story plot (Challenge / Connection / Creativity) and structure it so it drives the specific action you need — and decide whether to deliver it as a springboard story or a direct argument. Use this skill whenever the user needs to find, pick, or shape a story, anecdote, or case study for a message, talk, pitch, announcement, training session, change effort, or culture push. Activate on "what story should I tell", "find me an anecdote", "how should I open this presentation", "we need a story here", "help me structure a case study", "which of these stories is the right one", "need an inspiring example", "tell a story about", "I have three anecdotes — pick one", "make this talk more human", "how do I open the all-hands", "what's the right case study for this pitch", "story for a keynote", "story to rally the team", "story for onboarding", "change management story", "need a motivating example", "story that shows why this matters", "the talk needs a narrative", or whenever a draft is pure argument/data and the user wants to replace or supplement a claim with a single concrete tale. Also triggers when the user has raw story material (news clipping, customer anecdote, personal experience, historical event) and asks how to frame or structure it. The skill classifies the story need into Challenge (overcoming obstacles — inspires perseverance), Connection (bridging differences — inspires empathy and cooperation), or Creativity (mental breakthrough — inspires experimentation), applies the matching structure, and decides between a springboard story (audience has agency, diverse contexts, you want buy-in) versus a direct argument (single unambiguous action). Also decides whether the story should work as simulation (mental rehearsal of how to act) or inspiration (motivation to act), or both. The skill does NOT fabricate events or invent characters — it works with real stories the user provides or helps them mine from real material. It does NOT write full emotional appeals (use emotional-appeal-selector) and does NOT score the full stickiness rubric (use stickiness-audit).
openclaw skills install bookforge-story-plot-selectorYou have a specific communication moment — a talk, pitch, memo, all-hands, training module, change announcement, sales deck, fundraising appeal — and you need a story (not just an argument) to land one specific action or feeling. You either have candidate story material already (anecdotes, customer quotes, news clippings, personal experience) or you know what action you want and need to pick which kind of story will drive it. Before starting, confirm: (1) what the listener should do/feel/decide after hearing the story, (2) whether you have real story material or need to mine it from real sources, and (3) where the story lives — opening, middle, closing, or standalone.
The core mechanic: stories drive action in two distinct ways — simulation (mental rehearsal of how to act in a situation) and inspiration (motivation to act). The Jared Subway story, for example, gave listeners both: a vivid picture of how weight loss is done (eat Subway subs daily) and the emotional push to try it. Your job as the author is to know which lever the situation needs and pick a plot that pulls it.
Three plots classify more than 80% of the stories in the original Chicken Soup for the Soul collection and more than 60% of the non-celebrity stories in People magazine:
If none of these fit, the story is probably not the one — keep looking or write a direct argument instead.
brief.md, talk-outline.md, core-message.md
-> If still missing, ask: "What do you want the listener to do or feel after hearing this story? One sentence."draft.md, talk.md, slides.md, pitch.md
-> If unavailable: ask for the channel and the time budget (30 seconds? 2 minutes? standalone article?).audience-profile.md, brief.md
-> If unavailable: ask "who is the audience and what action can they actually take?"SUFFICIENT: intended response + story material (or a clear pool to mine from) + occasion known PROCEED WITH DEFAULTS: intended response + material known; occasion defaulted to short-form MUST ASK: intended response unclear OR no real material AND no pool to mine from OR audience agency unknown
ACTION: In one sentence, write down what the listener should do, feel, or decide after hearing the story. Write it as a verb the listener will perform ("apply our tool to a new domain next week", "forgive a teammate they're blaming", "try the new grinder design process"), not as a feeling word ("be inspired", "feel motivated").
WHY: Every downstream choice — plot, structure, delivery mode — is determined by this single sentence. A story that is "inspiring" in the abstract but does not drive the specific action is decoration. The whole point of stories in Chapter 6 is that they are tools for generating behavior; without a target behavior, you cannot pick between plots because all three plots are "inspiring" but in different directions. Challenge plots inspire effort, Connection plots inspire empathy, Creativity plots inspire experimentation. You cannot pick one until you know which of those three bowls the action falls into.
Artifact: story-structure.md — start the file with ## Intended Action: followed by the one-sentence target behavior.
ACTION: Using the decision rule below, classify the intended action into Challenge, Connection, or Creativity. If two plots seem to fit, pick the one that matches the dominant behavior you want — not the richest story. If none fit, go to Step 2b.
WHY: The three plots are not interchangeable — they trigger different downstream behaviors in the listener. Picking the wrong plot means the listener is motivated toward the wrong action. Jared's story (Challenge) works because it inspires personal effort to match Jared's perseverance; if Subway had told the same facts as a Creativity story ("Jared solved a nutrition puzzle"), listeners would have felt intellectual admiration rather than "maybe I could try this too."
Decision rule:
| If you want the listener to... | Pick | Core engine |
|---|---|---|
| Work harder, persevere, take on a daunting goal, push through an obstacle | Challenge | Protagonist vs daunting odds → success |
| Bridge a gap (help a stranger, trust a teammate, work across lines of difference, reach across conflict) | Connection | Protagonist crosses a social/relational gulf |
| Try a new approach, experiment, break a process pattern, solve a problem differently | Creativity | Protagonist makes a mental breakthrough |
Test for daunting-ness (Challenge plot specifically): The obstacles must seem daunting relative to the protagonist. Jared losing 245 pounds is a Challenge plot. Jared's neighbor shaving an inch off his waist is not. If your story's protagonist is only mildly challenged, it will not inspire listeners to take on their own hard things — the bar is too low to be motivating.
IF no plot fits cleanly -> go to Step 2b.
ELSE -> record plot: {Challenge|Connection|Creativity} in the artifact and proceed.
ACTION: If none of the three plots match the intended action, the situation may not be a story problem at all. Before forcing a plot, ask: "Would a direct argument, a concrete constraint, or a data point do this job better?" If yes, stop and tell the user. If the user still wants a story, pick the plot closest to the action and flag the mismatch in the artifact.
WHY: Stories are not free. They take time, they carry emotional weight, and a mismatched story actively fights your message. The three plots cover ~80% of inspirational story cases — the remaining ~20% are usually better served by a concrete example, a direct claim, a statistic, or a one-sentence core message. Forcing a story into a plot it doesn't fit is how people end up with anecdotes that feel tacked on.
ACTION: Mark the story as providing simulation (S), inspiration (I), or both (S+I). Use the test below.
WHY: Stories work as mental simulators and/or motivators — these are distinct effects. The Xerox copier-repair story (lunchroom shop talk about an E053 error) is pure simulation: no emotional uplift, but listeners learn a diagnostic pattern they can apply next week to a real broken machine. The Jared story is both — listeners learn that daily Subway sandwiches correlate with dramatic weight loss (simulation) and feel moved to try it (inspiration). Knowing which lever the occasion needs controls how you write the story in Step 5.
Tests:
Record mode: S | I | S+I in the artifact.
ACTION: Decide whether the story should be delivered as a springboard story (tell a seed story, let each listener generate their own application) or as a direct argument with illustrative story (make the claim explicitly, use the story as proof). Use the rule below.
WHY: Stephen Denning's work at the World Bank showed that when you hit listeners between the eyes with a direct argument, they fight back — they evaluate it, criticize it, argue with the "little voice inside the head." A springboard story bypasses that by engaging the little voice: it gives the listener a tiny seed of possibility and lets them generate their own second story about how it applies to their context. This is why Denning could introduce a whole knowledge-management strategy at the World Bank in 10 minutes using one short story about a health-care worker in Zambia finding CDC data about malaria online — each executive in the room could mentally substitute their own project for "Zambia" and generate a version of knowledge management that fit their world. A direct argument could never have produced that breadth of buy-in in 10 minutes, because each executive would have argued with it from their own specific context.
Rule — use a springboard story when ALL of these are true:
Use a direct argument with illustrative story when:
IF springboard -> keep the seed story lean, end with an unstated "could this work here?" implicit question, do NOT hand the listener the conclusion. ELSE -> make the claim explicitly first, then use the story as a single overwhelming example (Sinatra-style).
Record delivery: springboard | direct in the artifact.
ACTION: Write the structured story using the arc template for the chosen plot. Keep it short (time-budget aware — 30 seconds / 2 minutes / 5 minutes). Include only details that pull the intended action lever. Cut everything that is just "interesting."
WHY: Each plot has a structural spine that makes the inspiration mechanism fire. A Challenge plot that buries the obstacle under biographical setup does not inspire perseverance — the reader forgets what was at stake. A Connection plot that skips the "gulf" between protagonist and other does not inspire crossing gulfs. A Creativity plot that omits the old approach does not inspire breaking patterns. The arc is the mechanism.
Challenge arc:
Connection arc:
Creativity arc:
Shackleton note: Stories can combine plots — Shackleton's Antarctic expedition is a Challenge plot (survival odds) wrapped around a Creativity plot (assigning the complainers to sleep in his own tent to contain their influence). If your story is legitimately dual, lead with the plot that matches your intended action.
Artifact: Add story: (the structured draft) to story-structure.md.
ACTION: Write the first sentence of the story. It must do one thing: make the listener want to hear the second sentence. Drop the reader mid-scene or mid-question; do not start with context, a thesis statement, or a summary of the point.
WHY: Stories compete with the listener's attention budget. An opening line that explains the point before telling the story kills the mechanism — listeners evaluate the thesis instead of entering the scene. "In the late 1990s, Subway launched a campaign based on a statistic: Seven subs under six grams of fat. It didn't stick." is a better opener than "Today I want to talk about how stories are more memorable than statistics" because it pulls the listener into a concrete moment that has not yet revealed its point.
Rules:
Artifact: Add opening_line: to story-structure.md.
ACTION: Re-read the structured story and verify four things. Fix any failures or flag for the user.
WHY: The skill is worth nothing if it fabricates or if it produces a beautifully structured story that drives the wrong action. These four checks cover the common failure modes.
Checks:
[invented — verify or remove].IF any check fails -> fix and re-run Step 5–7. ELSE -> mark the artifact complete.
story-structure.md — the single deliverable. Template:# Story Structure
## Intended Action
{one-sentence target behavior the listener should perform}
## Plot Classification
**Plot:** {Challenge | Connection | Creativity | none-fit}
**Why this plot:** {one line tying the intended action to the plot's inspiration mechanism}
## Mode
**Simulation / Inspiration:** {S | I | S+I}
**Why:** {one line}
## Delivery
**Mode:** {springboard | direct}
**Why:** {one line referencing audience agency and context diversity}
## Opening Line
> {the first sentence}
## Structured Story
{the story, arc-aligned, within the time budget}
## Caveats
- {any [invented — verify] flags}
- {any dual-plot notes}
- {whether a direct argument would actually fit better}
Scenario: keynote opener for a health-product launch
Trigger: Founder says: "I have 90 seconds to open the keynote. I want the audience to believe a single person's daily choice can produce a huge outcome. I have three candidate stories: a Subway customer named Jared, a Harvard nutrition study, and my own cousin's weight-loss journey."
Process: (1) Intended action: "start a daily habit this week." (2) Plot: Challenge — protagonist overcomes daunting obstacle through perseverance. (3) Mode: S+I — listeners need both the pattern (how weight loss was done) and the emotional push. (4) Delivery: direct — one specific action requested, friendly launch audience, 90-second budget. Skip the Harvard study (no plot, no protagonist) and the founder's cousin (not public, audience cannot verify). Pick Jared. (5) Structure the Challenge arc: 425-pound college junior, size XXXXXXL shirts, swollen ankles and edema diagnosis, father's warning about dying before 35, 245-pound loss on daily Subway subs. (6) Opening line: "In the spring of 1998, a college junior named Jared Fogle wore size XXXXXXL shirts and a 60-inch waist." (7) Self-check: all facts verifiable from Subway campaign, daunting obstacle clear, plot matches action.
Output: story-structure.md with Challenge-plot Jared story, S+I mode, direct delivery, and a scene-drop opener.
Scenario: change-management kickoff for a knowledge-management initiative
Trigger: Program lead says: "I have 10 minutes at the next leadership offsite to introduce a new knowledge-management strategy. The 15 execs in the room run wildly different parts of the business. I need all of them to champion this back in their units. I have one anecdote about a colleague who found malaria-treatment data on the CDC website from a remote office in Zambia."
Process: (1) Intended action: "champion a knowledge-management initiative inside your own unit this quarter." (2) Plot: Creativity — the health-care worker's breakthrough was finding data on the internet in 1996. (3) Mode: S+I. (4) Delivery: springboard — diverse contexts (15 different business units), meaningful agency, buy-in required, not compliance. Each exec must generate their own version of "what would knowledge management look like in my unit?" A direct argument would be fought. (5) Structure: lean Creativity arc — name the old approach (siloed project knowledge, no sharing across countries), the frustration (a water-treatment guru in Zambia never meets a highway-construction guru in Bangladesh), the breakthrough moment (the worker in Kamana logging on and finding CDC data), the result (acted more effectively against malaria), implicit invitation left unstated. (6) Opening line: "In June 1995, a health-care worker in Kamana, Zambia — 360 miles from the capital — logged onto the internet and tried to find out how to fight malaria." (7) Self-check: no fabrication, plot matches action, delivery mode honored (conclusion stays implicit).
Output: story-structure.md with Creativity-plot Zambia springboard story, S+I mode, unstated conclusion that lets each exec project themselves in.
Scenario: sales-training story for a new customer-success team
Trigger: Training lead: "I need a story for the onboarding session. New CSMs tend to escalate every tricky ticket to engineering instead of troubleshooting. I want them to pattern-match on complex error states and try one or two hypotheses first. I have a transcript of a Xerox copier repairman explaining how he chased a misleading E053 error."
Process: (1) Intended action: "try two hypotheses on a tricky ticket before escalating." (2) Plot: Creativity — troubleshooting is mental breakthrough. (3) Mode: Simulation only — this is training, not motivation; the listener needs a transferable diagnostic pattern, not emotional lift. (4) Delivery: direct — onboarding, single unambiguous behavior requested, friendly audience, no "little voice" resistance. (5) Structure: lean Creativity arc — old approach (escalate on misleading error codes), the E053 error showing up and being genuinely misleading, the hypothesis-testing that led to the bad dicorotron diagnosis, the payoff (running long enough to confirm). (6) Opening line: "A copier salesperson at lunch said: 'The new XER board won't cook itself anymore — instead it trips the 24-volt interlock and crashes with an E053.'" (7) Self-check: all facts in user's transcript, plot matches action, simulation mode honored (no inspirational flourish).
Output: story-structure.md with Creativity-plot Xerox story, Simulation-only mode, direct delivery, and a mid-scene opener that teaches the shop-talk pattern.
This skill is licensed under CC-BY-SA-4.0. Source: BookForge — Made to Stick: Why Some Ideas Survive and Others Die by Chip Heath and Dan Heath.
This skill is standalone. Browse more BookForge skills: bookforge-skills