Write a story your reader can use
Before you draft, it asks for one line: the situation your reader might meet and the move that lifts or lowers their standing in it.
Free, to use and to change. What it can see: only the chat you add it to.
Its short name: cognitive-prophylactics. Source on GitHub.
Install
Pick the one you use.
Claude Code
/plugin marketplace add mbsi-labs/skills
/plugin install cognitive-prophylactics@skills
Changelog
- 2026-10-21 (c6c2f30): Updated.
Licence: MIT.
Read the skill itself
A prophylactic protects before the exposure. A story does that for situations: the reader watches someone walk into trouble, sees what it cost them or what saved them, and carries that move into their own life without paying for it. That is why people seek stories out, and why one with nothing at stake slides off: it protects against nothing.
The currency is status. A story shows what to do in a situation to lift your standing, or what to avoid so you don't lower it. Being liked, respected, trusted, included; being laughed at, shut out, found out. A reader will sit through almost anything if they sense the story is teaching them how not to be humiliated.
What the reader takes away
Before drafting, write the dose in one line: the situation the reader might meet, and the move that lifts or lowers status inside it.
- "When a client asks for a discount on day one, the freelancer who names a smaller scope instead keeps their rate and the client's respect."
- "When an agent you trusted closes another agent's window, the fix isn't a warning; it's a rule that agents never touch what they didn't open."
A piece with no dose is a diary entry. Find the dose, or cut the piece down to a note.
How to deliver it
- Put a character in the situation. The dose lands through someone it happens to, never through the narrator explaining it. Characters have to get themselves into situations: a choice they make, a thing they want, a line they cross.
- Show the cost. Status has to visibly move: someone's face, a reply that doesn't come, money lost, a door that opens. A consequence the reader has to be told about doesn't protect them.
- Let the failure happen on the page. The most protective beat is the one where it goes wrong. In a devlog, your mistakes are the dose: the reader gets to skip them. Keep them, in the order they happened (
but-thereforebuilds that chain). - Couch information in real dialogue. What a person says, in their voice, with what they want showing through, not a summary of what they asked for. The same information told as a work ticket teaches nothing about people.
- Arcs take time. A character who learns in one scene teaches a trick; one who changes over many scenes teaches a pattern. In long forms (a game's regulars, a series of posts), let the same people come back and pay for or profit from what they did earlier.
- Match the decoding cost to the reader. A situation a reader can see (a face, an action, a before and after) doses everyone; an argument only doses readers with the energy to follow it. Read
signal-chainwhen choosing how much to show versus tell.
Judging a draft
Ask of each scene or section:
- What situation is the reader rehearsing here?
- Whose status moves, which way, and can the reader see it move?
- What would the reader now do differently if it happened to them?
A section that answers none of the three is exposition. Shorten it until it serves a section that does.
The draft is done when the dose is still one line, every major beat moves someone's status, and a reader could name the move they're taking away.