Individual skill
sw-scene-craft
Scene and sequence craft (场景/段落/细节/道具/悬念/情趣) — merged from Robert McKee's scene design and five-step scene analysis (value turn, beats, text/subtext, turning points, pacing, image systems), McKee's Dialogue scene types (balanced, comic, asymmetric, indirect, reflexive, minimal), Syd Field's sequence and scene elements, Neill Hicks (less is more, enter late leave early, energy), Richard Walter (action over talk, small gestures, avoid phones/cars/restaurants, list twelve alternative locations), Wendy Henson (action paragraphs, transitions, story-doing), Julian Hoxter (scene beats, objectives and tactics), Mei Feng's value test, and Lu Jun's chapters 意趣要足 (suspense, delay, wit), 细节要妙, 道具要精, 场景要当. Use when writing or fixing a single scene, choosing a location, building a sequence, planting a prop or detail, designing suspense and delay, cutting a scene that "nothing happens" in, or turning talk into action.
plugins/screenwriting/skills/sw-scene-craft/SKILL.md
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SKILL.mdcore · 23,122 bytesreference.mddoc · 11,756 bytes
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# 场景与段落(Scene Craft)
> **输出语言=提问语言**;术语一律锚回原词,见 [sw-workflow/terms.md](../sw-workflow/terms.md),不自创译名。
场景是"戏剧最小表意单位"(陆军),也是"缩微故事"(麦基)。本 skill 处理一场戏从选址到落笔的全部决定:**为什么在此时此地、押上什么价值、谁要什么用什么策略、节拍如何叠加到转折、道具和细节如何做功、悬念如何设置与延宕、如何进出场景**。分析范例与工具表见 [reference.md](reference.md);对白层面见 `sw-dialogue`;全片结构见 `sw-story-structure`。
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## 一、场景是什么
- **麦基定义**:相对连续时空中通过冲突表现的动作,使负荷价值的情境至少在一个可感层面转折。**没有不含转折的场景**:开头记价值正负,结尾再记,相同则问"为什么要这场"——几乎总是为了解说→删掉并把信息编织到别处。爱人分手场景跨卧室/厨房/车库/公路四个地点仍是一个场景(能否写成"一个整体"来检验)。
- **梅峰的价值检验**:设置场景时唯一要确定的是**这个场景里被押在台面上的价值是什么,结束时是否翻转或有了新层次**;可编入副线索价值,但全片主副价值两面都要准确展示。变化只能通过冲突,冲突只能通过人物选择。《双虎屠龙》餐馆一场:同一价值对(文明 vs 野蛮)在一场戏里多次流转——法典/西部规则/识字/黑西装/绊倒/举枪/捡牛排/扔酒瓶。
- **菲尔德**:场面是"讲故事的地方",两要素地点与时间,换地点或时间就是新场面(成本每分钟约一万美元);先定**目的**(推动故事前进的那一个信息),再定地点时间,再找**场面内的成分**(饭馆里的侍者、旁桌、老朋友)。
- **希克斯**:每场戏必须同时做到两件事——给读者新信息推动情节;揭露更多主角的事。什么都没发生的场景(旅馆房间刮胡子)删掉。