StoryKit v1.4
Introduction
The SuperStories Universe Platform enables professional creators, writers, editors, and world builders to author dynamic, immersive, canon-respecting science fiction stories.
Stories written for SuperStories are not static. They are alive — capable of growing, evolving, and reacting — because they are designed using a hybrid method called Organic Data: a fusion of structured and unstructured narrative, built to feed the SuperStories Lore Engine.
Who
This documentation is intended for:
- Creators — Build original characters, timelines, technology, and canon
- Writers — Draft immersive, branching, and episodic stories
- Editors — Enforce canon consistency, structure, and tone
- World Builders — Engineer persistent data-driven universes
Everyone writing SuperStories must follow the StoryKit Fence & Tagging System to ensure stories are interoperable with the Lore Engine.
What is a SuperStory?
A SuperStory is:
- A multi-act, character-driven story
- Structurally tagged with semantic fences and Lore tags
- Designed to be read by humans and processed by machines
- Compatible with the Lore Engine’s memory and story graph
Every SuperStory contains:
- YAML Frontmatter: Story-wide metadata
- Fenced Structure: Acts, scenes, prompts, branches
- Semantic Tags:
#tags
,{#compound#relationships}
, and~(entity-id)
references
When and Where
Apply structure during the writing process, not afterward. Structure should feel organic.
- Fences wrap your content
- Tags live inside your prose
- Every story begins with a title, followed by
:::act1
,:::scene1
, and a:::prompt
block that contains:::backstory
Why: The Lore Engine
All structure exists to feed the SuperStories Lore Engine, which:
- Tracks memory across timelines and decisions
- Understands relationships between people, ships, places, values, events
- Allows for branching paths, alternate realities, and persistent consequences
- Ensures continuity and canon alignment
How to Draft a SuperStory
Use StoryKit Fences and Lore Tagging Rules (below) to create structured, branchable narratives.
Tagging Rules
#tags
Used for:
- Descriptive lore (e.g.
#temporal-anomaly
,#honor
,#betrayal
) - Non-rooted relationships (e.g.
#son#alexander
,#command#bridge
) - Inline narrative reinforcement
Must always use lowercase-hyphen format.
Do not use spaces or underscores.
{#compound#tags}
Used for relational tagging and data snapshots:
{#changeling#assumes#captain-worf’s-identity}
Represents semantic triple: subject#action#object
.
~(entity-id)
Used for defined entities: people, ships, locations, factions.
Always use in:
- YAML frontmatter
:::backstory
fences (nested inside:::prompt
)- When tagging identity, not lore
Examples:
~(defiant), ~(worf), ~(aranis-prime), ~(section-31)
Use #uss-defiant
to describe or attribute lore about the Defiant.
Use ~(defiant)
to pull in its canonical root entity from the universe graph.
Final Example (Story Engine v1.9-compliant)
# The Ghosts of Aranis Prime
:::act1
## The Silent Rift
:::scene1
### Phase Echoes
:::prompt
:::backstory
Characters:
- ~(worf): "Grieving #jadzia"
Ships:
- ~(defiant): "Hull damage from #dominion skirmish"
:::
:::summary
The Defiant enters orbit of Aranis Prime. All sensor data is unstable due to a subspace anomaly.
:::
:::setting
Location: Orbit of Aranis Prime
Mood: tense, quiet, disrupted
:::
The ~(defiant) approaches #aranis-prime.
A {#temporal-anomaly#pulses#beside#the-ship}, disrupting all sensor data.
:::brancha:::act2:::scene1
:::text
Fire a burst into the rift and await the reply.
:::
:::prompt
You authorize a level-2 phaser burst. The anomaly flickers with unexpected harmonic feedback.
:::
:::
:::branchb:::act2:::scene2
:::text
Beam a probe into the anomaly with a personality imprint.
:::
:::prompt
The probe enters the distortion field. Immediately, the computer detects recursive signal echoes.
:::
:::
:::branchc:::act2:::scene3
:::text
Retreat and report the anomaly as unstable.
:::
:::prompt
You set a retreat vector. As the Defiant pulls away, the anomaly pulses again — almost as if in protest.
:::
:::
:::
:::
Fence Reference
Writer Fences (must be lowercase)
Structural (allowed outside :::prompt
)
:::act1
,:::act2
, ...:::scene1
,:::scene2
, ...:::prompt
Inside :::prompt
only
:::backstory
:::summary
:::setting
:::relationship
:::table
:::ending
:::brancha
,:::branchb
, ...:::if
,:::elseif
,:::else
Hard Rules
- All
:::act
and:::scene
fences must include numeric suffixes - Every
:::act
must contain at least one:::scene
- Every
:::scene
must contain exactly one:::prompt
- All secondary fences must appear inside the
:::prompt
block - All fence labels must be lowercase (
:::optiona
, not:::OptionA
) - All file names must use lowercase with dashes (e.g.,
ghosts-of-aranis-prime.story.md
) - All Lore tags must use hyphens — no underscores or spaces
- Use
~(id)
for identity references; use#tag
for state, lore, or description :::backstory
is the root of memory and entity metadata- Branches (
:::brancha
, etc.) must be rich, cinematic, and structurally linked - Close every fence properly with
:::
SuperStories = Canon + Choice + Continuity