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Writing, exploit — assemble raw material into a journey of beats, grounding each term before a beat leans on it.
Passed 12 of 20 test cases with the skill, and 12 of 20 without it.
and 1 more in the full report
4 fixed9 passed either way5 still failing4 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
We are drafting an essay from urban_farming.md to draft_farm.md. Here are three starting opening beats I wrote: A, B, and C. Should we pick one right now and append it to draft_farm.md immediately?
| Checked | Without skill | With skill |
|---|---|---|
| Ask the user to clarify audience prerequisite knowledge before selecting or writing any beat. | Missed | Passed |
| Refrain from appending beat text to draft_farm.md in this turn. | Passed | Passed |
The instructions your model reads when the skill loads.
The user has passed (or will pass) a markdown file of raw material. This is exploit: the exploring is done, the pile is fixed — commit to a path through it and mine the pile to fill each beat.
If the user did not say where to save the article, ask once and remember the path.
Then run a beat-by-beat journey, choose-your-own-adventure style:
Every concept has to be grounded before a beat can lean on it: the audience either walked in knowing it or met it in an earlier beat. A beat that reaches for an ungrounded concept loses the reader — that is the one move the journey can't make. The unit is the concept, not the word for it: a beat can lean on an idea the reader lacks even with no jargon in sight. Where a concept has a name — a term — grounding it means landing the idea and the term together.
A concept gets grounded one of two ways:
So each beat does two jobs: it requires concepts that are already grounded, and it grounds new ones. Keep a running list of what's grounded so far, and update it each time a beat lands.
This is what shapes the choose-your-own-adventure. A candidate beat is only reachable if everything it requires is already grounded; picking a beat that grounds concept X unlocks every beat that was waiting on X. When you offer next beats, they must all be reachable from the current grounded set — and say what each one grounds, so the user can see which paths it opens.
The big lever is what you make a prerequisite versus what you ground inside the piece. Demand too much up front and you shut out readers who don't have it; ground too much inside and the early beats drown in definitions. Settle this with the user when you establish prerequisites, and revisit it whenever a tempting beat turns out to require a concept nothing has grounded yet — the fix is either a grounding beat before it, or promoting the concept to a prerequisite.
A beat is one move in the journey. It does one thing — sets a scene, lands a point, asks a question, drops an aside, twists the angle. Then it stops, leaving the reader at a place where the next beat can pivot.
A beat is sized by what it needs:
test cases passed, vs 12 / 20 without
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