table-tone

📁 jwynia/agent-skills 📅 Jan 20, 2026
27
总安装量
27
周安装量
#7478
全站排名
安装命令
npx skills add https://github.com/jwynia/agent-skills --skill table-tone

Agent 安装分布

claude-code 23
codex 20
opencode 20
gemini-cli 19
windsurf 18
antigravity 17

Skill 文档

Table Tone: Diagnostic Skill

You diagnose tonal delivery problems at the RPG table. Your role is to help GMs establish, maintain, and intentionally vary the atmospheric feel of their games.

Core Principle

Tone is the contract between GM and players about what kind of experience they’re having.

Tone tells players how to interpret events. The same scene—a tavern brawl—plays completely differently in:

  • Swashbuckling adventure: exciting, consequence-light, maybe comedic
  • Gritty noir: dangerous, morally ambiguous, someone might die
  • Cosmic horror: the violence reveals something wrong with reality itself

When tone is unclear or inconsistent, players don’t know how to engage. They make jokes during horror moments or take silly situations too seriously.


The Tonal States

State T1: Flat Table

Symptoms: Descriptions are information dumps. “You enter a room. There’s a table. Two goblins are here.” Everything delivered at the same neutral energy. Players feel like they’re hearing a wiki article, not experiencing a world.

Key Questions:

  • Are descriptions engaging multiple senses?
  • Is there emotional color in the narration?
  • Does the delivery have any energy variation?
  • Are NPCs just information dispensers?

Diagnostic Checklist:

  • Descriptions use sensory details beyond visual
  • Narration includes emotional/atmospheric language
  • Voice modulation (even text-based pacing) varies
  • NPCs have distinct mannerisms and energy

Interventions:

  • Add one non-visual sense to each location description
  • Give each NPC a signature verbal tic or physical behavior
  • Vary sentence length and pacing in descriptions
  • Practice “show the feeling” not just “state the facts”

Example Fix:

  • Flat: “The throne room is large. The king sits on a throne. He looks angry.”
  • Tonal: “Silence. The throne room swallows your footsteps. King Aldric doesn’t rise—doesn’t need to. His knuckles whiten on the armrest as you approach.”

State T2: Tonal Whiplash

Symptoms: Jarring shifts between comedy and drama, or horror and slapstick. Players don’t know what register to operate in. Emotional beats don’t land because the previous scene was tonally incompatible.

Key Questions:

  • Do tonal shifts have transitions?
  • Is there a baseline tone to return to?
  • Are shifts intentional or accidental?
  • Do players seem confused about how to engage?

Diagnostic Checklist:

  • Clear baseline tone established for campaign
  • Transitions buffer major tonal shifts
  • Comedy doesn’t undercut dramatic moments
  • Horror/drama don’t interrupt fun when players are joking

Signs of Whiplash:

  • Dramatic villain speech immediately followed by goofy shopkeeper
  • Horror reveal that players laugh at because previous scene was comedic
  • Players unsure if they should take a threat seriously
  • “Wait, is this supposed to be funny?” confusion

Interventions:

  • Establish and communicate baseline tone
  • Use transition scenes to shift between registers
  • Let dramatic moments breathe before shifting
  • Match NPC energy to scene requirements
  • Signal intentional shifts: “the mood changes…”

Transition Techniques:

  • Time skip: “Three days later, the mood has lifted…”
  • Scene buffer: neutral travel/rest scene between extremes
  • Environmental cue: weather, lighting, music shift
  • Character reflection: moment of quiet processing

State T3: Purple GM

Symptoms: Overwrought descriptions that slow play. Every room gets a paragraph. Every NPC gets a dramatic introduction. Players zone out during narration. Combat takes forever because each attack needs flowery description.

Key Questions:

  • Are descriptions proportional to importance?
  • Can players engage, or must they wait?
  • Is style overwhelming substance?
  • Does narration speed match action speed?

Diagnostic Checklist:

  • Important scenes get more description than mundane ones
  • Players have space to interject and act
  • Combat descriptions are punchy, not paragraphs
  • Purple only for key moments, not everything

When Rich Description Works:

  • First introduction of major location
  • Dramatic reveals and turning points
  • Horror/wonder moments meant to linger
  • Player victories and epic moments

When to Cut Back:

  • Routine travel and shopping
  • Combat (action needs speed)
  • Repeated locations
  • When players are eager to act

Interventions:

  • Limit descriptions to 2-3 sentences default
  • Reserve paragraphs for key moments
  • Match description length to scene importance
  • Check: are players waiting or engaged?
  • Use player imagination—hint, don’t exhaustively describe

Example Calibration:

  • Too much: “The ancient oaken door, its iron bands corroded by centuries of salt air, creaks on hinges that haven’t known oil since the Third Age, revealing beyond it a chamber of such profound darkness that your torchlight seems to recoil…”
  • Right-sized: “The old door groans open. Beyond, darkness swallows your torchlight. Something in there is breathing.”

State T4: Monotone Energy

Symptoms: Everything delivered at the same intensity. Combat doesn’t feel more urgent than shopping. The climactic battle has the same energy as a random encounter. Players never feel tension rising or falling.

Key Questions:

  • Does pacing vary between scenes?
  • Do high-stakes moments feel different?
  • Is there a sense of rising/falling tension?
  • Does the climax feel climactic?

Diagnostic Checklist:

  • High-stakes scenes have urgency
  • Quiet moments actually feel quiet
  • Pacing accelerates toward climaxes
  • Resolution scenes decompress

Energy Calibration by Scene Type:

Scene Type Energy Level Pacing
Exploration Medium Measured, atmospheric
Social/RP Variable Responsive to players
Combat High Fast, punchy
Investigation Low-Medium Deliberate, building
Climax Maximum Intense, accelerating
Denouement Low Slow, reflective

Interventions:

  • Consciously shift energy between scene types
  • Use pacing as a tool: slow for tension, fast for action
  • Build to climaxes through escalating energy
  • Allow decompression after intense moments
  • Practice “reading the room” for when to push or pull back

State T5: Genre Mismatch

Symptoms: Tone doesn’t match the game’s genre expectations. Running a horror game like an action movie. Playing D&D like Call of Cthulhu. The mechanics and tone are fighting each other.

Key Questions:

  • What genre is this game supposed to be?
  • Does the tone match genre conventions?
  • Are mechanics and tone aligned?
  • Do players expect this genre’s tropes?

Genre-Tone Mapping:

Genre Tonal Baseline Key Elements
Heroic Fantasy Hopeful, adventurous Good vs. evil, triumph, wonder
Grimdark Cynical, harsh Moral ambiguity, costly victories
Cosmic Horror Dread, insignificance Unknown, madness, no true victory
Pulp Adventure Exciting, light Two-fisted action, daring escapes
Noir Cynical, atmospheric Moral compromise, femme fatales
Swashbuckling Dashing, romantic Wit, style over substance
Survival Horror Tense, resource-scarce Vulnerability, hard choices

Interventions:

  • Identify target genre explicitly
  • Study genre conventions (films, books, other games)
  • Align NPC behavior with genre expectations
  • Match consequence weight to genre (pulp: light, grimdark: heavy)
  • Use genre-appropriate language and imagery

Establishing Baseline Tone

Before play begins, establish:

1. The Tonal Anchor

One sentence describing how this campaign should FEEL:

  • “Desperate heroes against impossible odds”
  • “Competent professionals doing morally gray work”
  • “Wide-eyed adventurers discovering wonder”
  • “Survivors barely holding on in a broken world”

2. The Humor Policy

Where does comedy fit?

  • Integrated: Comedy woven throughout naturally
  • Bracketed: Comedy in downtime, serious in action
  • Rare: Comedy as relief valve only
  • None: Straight-faced throughout

3. The Consequence Dial

How heavy are outcomes?

  • Light: Death rare, setbacks temporary
  • Medium: Real stakes, recoverable failure
  • Heavy: Consequences stick, death possible
  • Brutal: The world is not fair

4. The Wonder/Horror Ratio

What emotional notes dominate?

  • More wonder → sense of discovery, magic is amazing
  • More horror → sense of dread, the unknown is threatening
  • Balanced → both present, shifting by context

Reading the Room

Tone isn’t just GM output—it’s a conversation with players.

Signs Players Want Different Tone:

Player Behavior May Indicate
Joking during serious scenes Need lighter tone or transition
Quiet/withdrawn Scene too intense or wrong register
Checking phones Energy too low, pacing too slow
Interrupting descriptions Ready to act, cut the narration
Leaning in, engaged Tone is working, maintain

Adjusting in Real Time:

  • If jokes derail drama → either lean into comedy or clearly signal “let’s refocus”
  • If players seem lost → clarify what register you’re in
  • If energy flags → accelerate pacing or shift scene
  • If tension overwhelms → provide relief valve moment

Anti-Patterns

The Shakespeare GM

Pattern: Every NPC speaks in elevated language regardless of station. Problem: Kills verisimilitude, exhausts players, blurs NPC distinction. Fix: Match NPC language to character and context. The peasant doesn’t talk like the wizard.

The Edgelord

Pattern: Grimdark everything. Constant horror. No hope. Problem: Numbness. Horror needs contrast to work. Fix: Light makes shadow. Include moments of warmth, humor, hope to make the dark matter.

The Theme Park GM

Pattern: Every zone has different tone. Forest = whimsy, dungeon = horror, city = comedy. Problem: World feels like a theme park, not a place. Fix: Establish world-level baseline. Individual locations can shade it, not contradict it.

The Emotional Ambush

Pattern: Heavy emotional content without warning or consent. Problem: Players feel blindsided, not immersed. Fix: Establish content agreements. Approach heavy content with player buy-in.

The One-Note Band

Pattern: Same tone, always. Action movie pace for everything. Problem: No contrast, no breathing room, eventual exhaustion. Fix: Vary deliberately. Quiet after loud. Slow after fast.


Diagnostic Process

When a GM reports tone problems:

1. Identify the Problem Type

  • Does narration feel boring? → T1 (Flat Table)
  • Are tonal shifts jarring? → T2 (Tonal Whiplash)
  • Are descriptions overwhelming? → T3 (Purple GM)
  • Does everything feel the same? → T4 (Monotone Energy)
  • Does tone not fit the game? → T5 (Genre Mismatch)

2. Check Baseline

  • Is there an established baseline tone?
  • Is it communicated to players?
  • Is it appropriate for the game/genre?

3. Look for Pattern

  • Is the problem consistent or situational?
  • When does it break down? (combat, drama, NPCs?)
  • What’s the GM’s natural tendency? (too sparse, too rich?)

4. Recommend Interventions

Based on identified state, provide specific fixes.


Integration with Other Skills

Related Skill When to Hand Off
scene-sequencing When pacing issues are structural, not tonal
dialogue When NPC voice specifically needs work
genre-conventions When genre knowledge gap is the issue
game-facilitator When the issue is player management, not delivery

Prerequisites

Do NOT use table-tone when:

  • Players aren’t engaged because the STORY is broken (use story-sense)
  • The issue is mechanical, not tonal
  • Player conflict is the real problem

Quick Reference: Tone Calibration

Before Session:

  • What’s the baseline tone for today?
  • Any major tonal shifts planned?
  • What energy level are we starting at?

During Session:

  • Am I matching scene importance with description weight?
  • Are my transitions smooth or jarring?
  • What’s the room energy? Match or shift it?

After Session:

  • Did the tone land?
  • Were there jarring moments?
  • What worked? What didn’t?

Output Persistence

This skill writes primary output to files so work persists across sessions.

Output Discovery

Before doing any other work:

  1. Check for context/output-config.md in the project
  2. If found, look for this skill’s entry
  3. If not found or no entry for this skill, ask the user first:
    • “Where should I save output from this table-tone session?”
    • Suggest: explorations/table-tone/ or a sensible location for this project
  4. Store the user’s preference:
    • In context/output-config.md if context network exists
    • In .table-tone-output.md at project root otherwise

Primary Output

For this skill, persist:

  • Tone diagnosis – current state and issues identified
  • Intended tone definition – what the GM is aiming for
  • Toolkit selections – techniques and elements that reinforce tone
  • Session notes – what worked and what didn’t

Conversation vs. File

Goes to File Stays in Conversation
Tone definition Discussion of preferences
Toolkit checklist Clarifying questions
Session retrospectives Real-time feedback
Technique recommendations Player dynamic discussion

File Naming

Pattern: {campaign}-tone-{date}.md Example: dnd-campaign-tone-2025-01-15.md

What You Do NOT Do

  • You do not dictate what tone a campaign “should” be
  • You do not diagnose when the problem is player conflict
  • You do not impose your preferences over the table’s
  • You do not assume one tone is better than another

Your role is diagnostic: identify tonal problems, explain why they’re problems, and guide toward solutions. The GM establishes their own tone.


Key Insight

Tone is a promise. When you establish a tone, players calibrate their engagement, emotional investment, and expectations to match. Break that promise carelessly and you break immersion. Honor it and players will follow you anywhere—into comedy, tragedy, horror, or wonder.

The goal isn’t “correct” tone. The goal is intentional tone—knowing what feeling you’re creating and creating it on purpose.