# Conflicts:
#	skills/in-progress/decision-mapping/SKILL.md
This commit is contained in:
Matt Pocock 2026-06-29 13:53:15 +01:00
commit 448d0adee7
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#!/usr/bin/env bash
set -euo pipefail
# Links all skills in the repository to ~/.claude/skills, so that
# they can be used by the local Claude CLI.
# Links all skills in the repository into the local skill directories used by
# each agent harness:
# - ~/.claude/skills — Claude Code
# - ~/.agents/skills — pi and other Agent-Skills-standard harnesses
# Each entry is a symlink into this repo, so a `git pull` is all that's needed
# to keep installed skills up to date.
REPO="$(cd "$(dirname "$0")/.." && pwd)"
DEST="$HOME/.claude/skills"
DESTS=("$HOME/.claude/skills" "$HOME/.agents/skills")
# If ~/.claude/skills is a symlink that resolves into this repo, we'd end up
# writing the per-skill symlinks back into the repo's own skills/ tree. Detect
# and bail out instead of polluting the working copy.
if [ -L "$DEST" ]; then
resolved="$(readlink -f "$DEST")"
case "$resolved" in
"$REPO"|"$REPO"/*)
echo "error: $DEST is a symlink into this repo ($resolved)." >&2
echo "Remove it (rm \"$DEST\") and re-run; the script will recreate it as a real dir." >&2
exit 1
;;
esac
fi
mkdir -p "$DEST"
find "$REPO/skills" -name SKILL.md -not -path '*/node_modules/*' -not -path '*/deprecated/*' -print0 |
# Collect the repo's skills once, link into every destination.
names=()
srcs=()
while IFS= read -r -d '' skill_md; do
src="$(dirname "$skill_md")"
name="$(basename "$src")"
target="$DEST/$name"
names+=("$(basename "$src")")
srcs+=("$src")
done < <(find "$REPO/skills" -name SKILL.md -not -path '*/node_modules/*' -not -path '*/deprecated/*' -print0)
if [ -e "$target" ] && [ ! -L "$target" ]; then
rm -rf "$target"
for DEST in "${DESTS[@]}"; do
# If $DEST is a symlink that resolves into this repo, we'd end up writing the
# per-skill symlinks back into the repo's own skills/ tree. Detect and bail
# out instead of polluting the working copy.
if [ -L "$DEST" ]; then
resolved="$(readlink -f "$DEST")"
case "$resolved" in
"$REPO"|"$REPO"/*)
echo "error: $DEST is a symlink into this repo ($resolved)." >&2
echo "Remove it (rm \"$DEST\") and re-run; the script will recreate it as a real dir." >&2
exit 1
;;
esac
fi
ln -sfn "$src" "$target"
echo "linked $name -> $src"
mkdir -p "$DEST"
for i in "${!names[@]}"; do
name="${names[$i]}"
src="${srcs[$i]}"
target="$DEST/$name"
if [ -e "$target" ] && [ ! -L "$target" ]; then
rm -rf "$target"
fi
ln -sfn "$src" "$target"
echo "linked $name -> $src ($DEST)"
done
done

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@ -3,6 +3,7 @@
Skills that are still being developed. They're not ready to ship — expect rough edges, breaking changes, and abandoned experiments. They're excluded from the plugin and the top-level README until they graduate to a stable bucket.
- **[decision-mapping](./decision-mapping/SKILL.md)** — Turn a loose idea into a sequenced map of investigation tickets, then drive them to resolution one at a time. User-invoked.
- **[loop-me](./loop-me/SKILL.md)** — Grill yourself into implementable workflow specs over multiple sessions, using the current directory as a stateful workspace. User-invoked.
- **[review](./review/SKILL.md)** — Review changes since a fixed point along two parallel axes: **Standards** (does the diff follow the repo's coding standards?) and **Spec** (does the diff faithfully implement the originating issue/PRD?).
- **[wizard](./wizard/SKILL.md)** — Generate an interactive bash wizard that walks a human through a manual procedure (setup, a one-off migration, a state transition) — opening URLs, capturing values, writing `.env` and GitHub Actions secrets. User-invoked.
- **[writing-beats](./writing-beats/SKILL.md)** — Shape an article as a journey of beats, choose-your-own-adventure style. Pick a starting beat, write only that beat, then pivot to the next, until the article reaches a natural end.

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@ -42,7 +42,7 @@ There are three types of tickets:
- **Research**: Reading documentation, third-party API's, or local resources like knowledge bases. Creates a markdown summary as an asset. Use this when knowledge outside the current working directory is required.
- **Prototype**: Writing UI or logic code to test a hypothesis, or to explore a design space. Uses the /prototype skill. Creates a prototype as an asset. Use this when "how should it look" or "how should it behave" is the key question.
- **Grilling**: Conversation with the agent. Uses the /grilling and /domain-modelling skills. The default case.
- **Grilling**: Conversation with the agent. Uses the /grilling and /domain-modeling skills. Asks one question at a time. The default case.
## Fog of war
@ -56,7 +56,7 @@ Two branches. Either way, **every session ends with a [Handoff](#handoff)** —
User invokes with a loose idea.
1. Run a `/grilling` and `/domain-modelling` session to surface the open decisions.
1. Run a `/grilling` and `/domain-modeling` session to surface the open decisions. Ask one question at a time.
2. Write a new decision map — mostly fog, frontier identified, trivially-decidable entries resolved inline.
3. Handoff. Map-building is one session's work; do not also resolve tickets.
@ -66,7 +66,7 @@ User invokes with a path to an existing map. A ticket number is **optional** —
1. Load the **whole map** as context.
2. Choose the ticket. If the user named one, use it. Otherwise pick the lowest-numbered `open` ticket that is [unblocked](#structure). [Claim it](#structure): set `Status: in-progress` and save before any work.
3. Resolve it, invoking skills as needed. If in doubt, use `/grilling` and `/domain-modelling`.
3. Resolve it, invoking skills as needed. If in doubt, use `/grilling` and `/domain-modeling`.
4. Record the answer in the ticket's body and set `Status: resolved`.
5. Add newly-discovered tickets with correct `Blocked by` edges. If the decisions made invalidate other parts of the map, update or delete those nodes.
6. Handoff.

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---
name: loop-me
description: Grill me about specs for the workflows I want to build, within this workspace.
disable-model-invocation: true
argument-hint: "A workflow to design, or nothing to go find one"
---
Run a stateful `/grilling` session whose only output is **workflow** specs. Use the grilling discipline — relentless, one question at a time, a recommended answer attached to each — aimed at the vocabulary and goal below. Create, edit, and delete specs as the grilling resolves things.
## The loop lens
A **loop** is a recurring pattern in the user's life: their career, their week, their morning, a single repeated activity. Picturing a life as loops within loops reveals how predictable its activities really are — which is what makes them worth **delegating**. Use the lens to find loops worth specifying, and propose ones the user hasn't noticed.
A **workflow** is the spec of one loop, made real. You run a workflow on a loop — the loop is its running instantiation. Workflows live in `workflows/*.md` and are the source of truth.
## Vocabulary
A shared language, reached for only when a workflow calls for it — never a checklist. **Mandate nothing structural**: a workflow needs no AI, no checkpoint, and no schedule unless the grilling shows it does.
- **Trigger** — what fires each run: an **event** (a new email, a new issue) or a **schedule** (every morning). Event-triggering is usually the more efficient.
- **Checkpoint** — a human-in-the-loop point where the user is asked to verify or decide. Some workflows have none and run autonomously; some use no AI at all.
- **Push right** — defer the checkpoint as far as it will go. Do maximal work before involving the human, so they are asked once, late, with everything prepared.
- **Brief** — what a checkpoint presents: a tight, decision-ready summary — what was produced, why, and a link down to the asset itself — never the raw output. The user reads a brief, not a draft. Speed of review is imperative.
## Definition of done
A workflow spec is done when an implementer agent could build it without asking a single question. Grill until then; nothing is done while a question remains.
## The workspace
- `workflows/*.md` — one spec per workflow.
- `NOTES.md` — raw notes on the user's world: the tools they use, the channels they process, and their own terminology for both. When it is empty or thin, interview them about their world before specifying anything. Sharpen fuzzy terms into canonical ones as they surface, and record them here.

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---
name: writing-beats
description: Shape an article as a journey of beats, choose-your-own-adventure style. The user picks a starting beat from the raw material, you write only that beat, then offer options for where to pivot next, beat by beat, until the article reaches a natural end. Use when the user has raw material and wants to assemble it as a narrative rather than an argument.
description: Writing, exploit — assemble raw material into a journey of beats, grounding each term before a beat leans on it.
disable-model-invocation: true
---
<what-to-do>
The user has passed (or will pass) a markdown file of raw material.
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:
Then run a beat-by-beat journey, choose-your-own-adventure style:
1. Write 23 candidate **starting beats**, drawn from the raw material. Each is a different entry point into the article. Show the user the beats before writing it to the article file. The user picks one. Preview what beats that might lead to once written - as if the user is seeing a little way down the path.
2. Once the user picks a starting beat, write **only that beat** to the article file. A beat may be one sentence or several paragraphs — whatever that beat naturally is. Stop there.
3. Re-read the article file from disk. Then offer 23 candidate **next beats** — different directions the journey could pivot to from where the article now stands.
4. Loop steps 24 until the article reaches a natural end.
1. **Establish the prerequisites.** Before any beats, settle with the user what the audience already knows walking in — the concepts that are **grounded** from the start. Everything else must be grounded by a beat before a later beat can use it. See [Grounding](#grounding).
2. Write 23 candidate **starting beats**, drawn from the raw material. Each is a different entry point into the article. Each may only lean on grounded concepts; note what new concepts each one grounds. Show the user the beats before writing to the article file. The user picks one. Preview what beats that pick unlocks — as if the user is seeing a little way down the path.
3. Once the user picks a starting beat, write **only that beat** to the article file. A beat may be one sentence or several paragraphs — whatever that beat naturally is. Stop there.
4. Re-read the article file from disk. Then offer 23 candidate **next beats** — different directions the journey could pivot to from where the article now stands. Each must be reachable from the current grounded set; note what each one grounds.
5. Loop steps 35 until the article reaches a natural end.
</what-to-do>
<supporting-info>
## Grounding
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:
- **Prerequisite** — grounded before the first beat. The audience brings it. Fixed at the start.
- **Introduced** — a beat establishes it, and from then on it's grounded for every later beat.
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.
## What is a beat
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.
@ -32,11 +49,9 @@ A beat is sized by what it needs:
If a "beat" needs five paragraphs and three subheadings, it's not a beat — it's two beats glued together. Split it.
## Writing one beat
## Pulling from the pile
Once a beat is picked, write _that beat only_ to the article file. Do not write the next beat.
Pull material from the raw pile to populate the beat. You can paraphrase, split, recombine, or quote. The pile is a quarry.
Pull material from the raw pile to populate each beat. You can paraphrase, split, recombine, or quote. The pile is a quarry.
## Ending the journey

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---
name: writing-fragments
description: Grilling session that mines the user for fragments — heterogeneous nuggets of writing (claims, vignettes, sharp sentences, half-thoughts) — and appends them to a single document as raw material for a future article. Use when the user wants to develop ideas before imposing structure, or mentions "fragments", "ideate", or "raw material" for writing.
description: Writing, explore — mine raw fragments, no structure yet.
disable-model-invocation: true
---
<what-to-do>
Run a grilling session that produces fragments. Interview the user relentlessly about whatever they want to write about. Do not impose phases, outlines, or structure — that is explicitly out of scope.
This is pure **explore**: widen the space of what could be written without committing to structure — committing is _exploit_, a separate skill's job. Run a grilling session that produces fragments, interviewing the user relentlessly about whatever they want to write about. Imposing phases, outlines, or article structure is out of scope here.
As fragments emerge from either side of the conversation, append them to a single markdown file. The user will be editing this file during the session; always re-read it before writing so their edits are preserved.
As fragments emerge from either side of the conversation, append them to a single markdown file.
If the user did not pass a path, ask once where to save the document, then remember it for the rest of the session.
@ -32,6 +33,9 @@ Fragments are deliberately heterogeneous. Examples of what could be a fragment:
- A quote, a piece of dialogue, an overheard line.
- A list of related observations that hang together by feel.
- A complaint, a confession, a punchline.
- A **leading word** — a compact metaphor or coinage the whole piece can hang on (one term that names the idea, the way _tracer bullets_ or _fog of war_ names a whole pattern).
Of these, the leading word is the most valuable fragment to land. It is load-bearing: name the right one in explore and it shapes the structure, the transitions, and the title later — paying dividends through the entire exploit phase. When the conversation circles a recurring idea, push to coin a word for it.
The novelist's diary is the model: years of unstructured noticings that later get mined for raw material. Fragments are noticings.

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---
name: writing-shape
description: Take a markdown file of raw material and shape it into an article through a conversational session — drafting candidate openings, growing the piece paragraph by paragraph, arguing about format (lists, tables, callouts, quotes) at each step. Use when the user has a pile of notes, fragments, or a rough draft and wants help turning it into something publishable.
description: Writing, exploit — shape raw material into an article, paragraph by paragraph.
disable-model-invocation: true
---
<what-to-do>
The user has passed (or will pass) a markdown file of raw material. Treat it as the input pile — anything from a tidy list of fragments to a wall of unstructured prose to a transcript. The format does not matter. Read it end-to-end before doing anything else.
Then run a shaping session that produces a separate article document. Do not edit the raw material file — it is read-only to this skill.
Then run a shaping session that produces a separate article document. This is **exploit**: the exploring is done, the pile is fixed — commit to a structure and mine the pile to fill it. Do not edit the raw material file — it is read-only to this skill.
If the user did not say where to save the article, ask once and remember the path. The user will be editing the article file during the session; always re-read it before writing so their edits are preserved.
If the user did not say where to save the article, ask once and remember the path.
</what-to-do>
@ -18,10 +19,24 @@ If the user did not say where to save the article, ask once and remember the pat
## The loop
1. **Read the pile.** Read the input file in full. Form a sense of what's in it.
2. **Draft 23 candidate openings.** Each opening should imply a different thesis or angle for the article. Show all of them. Force the user to pick or compose a hybrid. The chosen opening defines what the rest of the article must do.
3. **Grow paragraph by paragraph.** After the opening lands, ask "given this opening, what does the reader need to hear next?" Pull material from the pile to answer. Argue about whether the next beat is a paragraph, a list, a table, a callout, a quote, a code block. Each format choice should be deliberate and defensible.
4. **Append to the article file as you go.** Don't batch. Write each agreed paragraph or block immediately so the user can see the article taking shape.
5. **Loop step 3 until the article is done.** The user decides when it's done.
2. **Establish the prerequisites.** Settle with the user what the reader knows walking in — the concepts that are **grounded** from the start. Everything else must be grounded by a block before a later block can lean on it. See [Grounding](#grounding).
3. **Draft 23 candidate openings.** Each opening should imply a different thesis or angle for the article. Show all of them. Force the user to pick or compose a hybrid. The chosen opening defines what the rest of the article must do.
4. **Grow paragraph by paragraph.** After the opening lands, ask "given this opening, what does the reader need to hear next?" Pull material from the pile to answer. The next block may only lean on grounded concepts, and grounds new ones as it lands. Argue about the form the next block takes — a paragraph, a list, a table, a callout, a quote, a code block. Each format choice should be deliberate and defensible.
5. **Append to the article file as you go.** Don't batch. Write each agreed paragraph or block immediately so the user can see the article taking shape.
6. **Loop step 4 until the article is done.** The user decides when it's done.
## Grounding
Every **concept** has to be **grounded** before a block can lean on it: the reader either walked in knowing it or met it in an earlier block. A block that reaches for an ungrounded concept loses the reader. The unit is the concept, not the word for it — a block 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:
- **Prerequisite** — grounded before the opening. The reader brings it. Fixed at the start.
- **Introduced** — a block establishes it, and from then on it's grounded for the rest of the article.
Keep a running list of what's grounded. When you ask "what does the reader need to hear next?", an ungrounded concept the next move needs is itself the answer: ground it first — here or in an earlier block — or you can't make the move. This is the gap-naming of [Pulling from the pile](#pulling-from-the-pile) one level up: there the pile is missing material; here the article is missing a foundation.
The lever is what you make a prerequisite versus what you ground inside the article. Demand too much up front and you shut readers out; ground too much inside and the opening drowns in definitions. Settle it with the user when you establish prerequisites.
## Conversational feel
@ -43,7 +58,7 @@ If the pile lacks something the article needs, name the gap explicitly: "We need
## Format arguments to actually have
When choosing how to render a beat, weigh these tradeoffs out loud with the user, not silently:
When choosing how to render a block, weigh these tradeoffs out loud with the user, not silently:
- **Prose vs. list.** Prose carries argument; lists carry parallel items. If items aren't truly parallel, prose is better. If they are, a list is faster to scan.
- **Inline vs. callout.** Tips, warnings, and asides go in callouts (`> [!TIP]`, `> [!NOTE]`) — but only if they'd genuinely derail the main argument inline. Otherwise leave them inline.
@ -57,7 +72,7 @@ Append to the article file as each block is agreed. Re-read the file from disk b
## Out of scope
- Mining for new fragments that aren't in the pile (the pile is the input — if it's incomplete, name the gap and either get the user to fill it or cut the section).
- Mining for new fragments that aren't in the pile (handle gaps as in "Pulling from the pile").
- Editing the raw material file.
- Publishing, formatting for a specific platform, or adding frontmatter the user didn't ask for.

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@ -1,38 +1,42 @@
# Glossary — Building Great Skills
The domain model for what makes a skill great. A skill exists to wrangle determinism out of a stochastic system; every term below is a lever on that goal. This is the disclosed reference for [`writing-great-skills`](SKILL.md).
The domain model for what makes a skill great. A skill exists to wrangle determinism out of a stochastic system; the root virtue is **Predictability**, and every term below is a lever on it. This is the disclosed reference for [`writing-great-skills`](SKILL.md).
The terms are grouped by axis: **Invocation** (how a skill is reached), **Information Hierarchy** (how its content is arranged), **Steering** (how the agent's runtime behaviour is shaped), and **Pruning** (how it is kept lean). Each **failure mode** lives beside the lever that cures it, tagged _failure mode_.
**Bold terms** in any definition are themselves defined in this glossary; find them by their heading.
## Language
## Predictability
### Predictability
The degree to which a skill makes the agent behave the same *way* on every run — the same process, not the same output (a brainstorming skill should *predictably* diverge; its tokens vary, its behaviour doesn't). The root virtue every other term serves — cost and maintainability are symptoms of it, not rivals.
The degree to which a skill makes the agent behave the same _way_ on every run — the same process, not the same output (a brainstorming skill should _predictably_ diverge; its tokens vary, its behaviour doesn't). The root virtue every other term serves — cost and maintainability are symptoms of it, not rivals.
_Avoid_: consistency, reliability, robustness, output-determinism
## Invocation
How a skill is reached — and the two loads you pay for the choice.
### Model-Invoked
A skill that keeps its **description** field, so the agent can see it and fire it autonomously — and the human can still type its name, so model-invocation always *includes* user reach. There is no model-only state: a description only ever *adds* agent discovery, never removes the human's. Pays a permanent **context load** on every turn in exchange for that discoverability. Reachable by other skills, because the description that makes it agent-discoverable makes it invocable. A model-invoked skill whose content is all **reference** is also one home for shared reference: another skill can invoke it, so reference needed by several skills lives in one place. Pick model-invocation only when the agent must reach the skill on its own; if it never fires except by hand, drop the description and pay no context load.
A skill that keeps its **description** field, so the agent can see it and fire it autonomously — and the human can still type its name, so model-invocation always _includes_ user reach. There is no model-only state: a description only ever _adds_ agent discovery, never removes the human's. Pays a permanent **context load** on every turn in exchange for that discoverability. Reachable by other skills, because the description that makes it agent-discoverable makes it invocable. A model-invoked skill whose content is all **reference** is also one home for shared reference: another skill can invoke it, so reference needed by several skills lives in one place. Pick model-invocation only when the agent must reach the skill on its own; if it never fires except by hand, drop the description and pay no context load.
_Avoid_: ability, tool, capability
### User-Invoked
A skill with its **description** stripped — invisible to the agent and reachable only by the human typing its name (user-*only*, where **model-invoked** is user-*and-agent*). Trades agent-discoverability for zero **context load**. Because it has no description, nothing but the human can reach it: no other skill can fire it.
A skill with its **description** stripped — invisible to the agent and reachable only by the human typing its name (user-_only_, where **model-invoked** is user-_and-agent_). Trades agent-discoverability for zero **context load**. Because it has no description, nothing but the human can reach it: no other skill can fire it.
_Avoid_: procedure, workflow, command
### Description
The skill's machine-readable trigger, and the one **context pointer** a **model-invoked** skill is forced to keep loaded at all times. Its mere presence *is* the invocation axis: keep it and the skill is model-invoked (and reachable by other skills); delete it and the skill is **user-invoked**, reachable only by the human. The source of a model-invoked skill's **context load**.
The skill's machine-readable trigger, and the one **context pointer** a **model-invoked** skill is forced to keep loaded at all times. Its mere presence _is_ the invocation axis: keep it and the skill is model-invoked (and reachable by other skills); delete it and the skill is **user-invoked**, reachable only by the human. The source of a model-invoked skill's **context load**.
_Avoid_: frontmatter, summary
### Context Pointer
A reference held in the agent's context that names some out-of-context material and encodes the condition for reaching it. The **description** is the top-level context pointer (context window → skill); pointers to disclosed files are the same object one level down. Its wording, not the target, decides *when* the agent reaches — and *how reliably*. A must-have target behind a weakly worded pointer is a variance bug: fix the wording first, and inline the material only if sharpening fails.
A reference held in the agent's context that names some out-of-context material and encodes the condition for reaching it. The **description** is the top-level context pointer (context window → skill); pointers to disclosed files are the same object one level down. Its wording, not the target, decides _when_ the agent reaches — and _how reliably_. A must-have target behind a weakly worded pointer is a variance bug: fix the wording first, and inline the material only if sharpening fails.
_Avoid_: link, reference, import
@ -48,17 +52,21 @@ The cost a **user-invoked** skill imposes on the human — what they must hold i
_Avoid_: human index, burden, overhead
### Router Skill
A **user-invoked** skill whose job is to point at your other user-invoked skills — naming each and when to reach for it — so the human has one skill to remember instead of many. It can only hint, never fire them: user-invoked skills have no **description**, so nothing but the human can reach them. The cure for **cognitive load** when user-invoked skills multiply.
_Avoid_: dispatcher, menu, registry, index, router procedure
### Granularity
How finely you divide skills. Finer division spends one of the two loads: more **model-invoked** skills spend **context load** (more descriptions crowding the window and competing for attention); more **user-invoked** skills spend **cognitive load** (more for the human to remember and reach for). Two cuts guide the division. By **invocation**, split off a model-invoked skill where you have a distinct **leading word** to trigger it — a trigger word you actually use in your prompts. By **sequence**, split a run of **steps** where a step's **post-completion steps** need hiding, since isolating it in its own context clears what follows. Beware the reverse: merging sequences exposes each step's post-completion steps to what follows, inviting premature completion.
_Avoid_: chunking, modularity
### Router Skill
## Information Hierarchy
A **user-invoked** skill whose job is to point at your other user-invoked skills — naming each and when to reach for it — so the human has one skill to remember instead of many. It can only hint, never fire them: user-invoked skills have no **description**, so nothing but the human can reach them. The cure for **cognitive load** when user-invoked skills multiply.
_Avoid_: dispatcher, menu, registry, index, router procedure
How a skill's content is arranged, and how far down the ladder each piece sits.
### Information Hierarchy
@ -72,48 +80,12 @@ A skill with no **steps** uses just the bottom two rungs — often a legitimatel
_Avoid_: structure, organization, layout
### Co-location
Keeping the material an agent needs at once in one place — a concept's definition, rules, and caveats under a single heading, not scattered across the file — so reading one part brings its neighbours with it. The within-file companion to the **Information Hierarchy**: the hierarchy ranks *how far down* a piece sits; co-location decides *what sits beside it* once there. There is no formula for the right format of a body of **reference**; the test is that a skill should read like documentation written for the agent, and grouped material reads that way where scattered material does not. Distinct from **Duplication**: that repeats one meaning in two places, where scattering fragments a single meaning across many.
_Avoid_: grouping, clustering, cohesion
### Branch
A distinct way a skill can be invoked — a case the skill handles — so different runs take different paths through it. A skill with many steps may carry many branches; a linear one has none.
_Avoid_: path, case, fork
### Progressive Disclosure
Moving **reference** down the ladder — out of SKILL.md and behind a **context pointer** — so the top stays legible. Not primarily a token optimisation; it is how the **information hierarchy** is protected. Licensed by **branching**: disclose what only some branches need, inline what every path needs, and if a pointer fires unreliably on must-have material, sharpen its wording, and pull it back inline only if that fails.
_Avoid_: lazy loading, chunking
### Steps
The ordered actions the agent performs — when a skill has them, the primary tier of its content, and the part that earns its place in SKILL.md. Not every skill has steps: a skill can be all steps (`tdd`), all **reference** (a review), or both, independent of invocation. Every step ends on a **completion criterion**, clear or vague.
_Avoid_: workflow, instructions, choreography
### Completion Criterion
The condition that tells the agent a unit of work is done — the target it judges against. Two properties make it a lever, not just a quality. Its **clarity** (can the agent tell done from not-done?) resists **premature completion** — a vague bound ("understanding reached") lets the agent declare done and slip to the next step; this axis needs *steps* to bite, since premature completion is a between-steps failure. Its **demand** (how much it requires) sets **legwork** — "every modified model accounted for" forces thorough work where "produce a change list" does not — and this axis is *not* step-bound: it can bind a body of flat reference too, which is how a skill with no steps still carries an exhaustiveness bar ("every rule applied"). The strongest criteria are both checkable and exhaustive.
_Avoid_: done condition, exit condition, stopping rule
### Post-Completion Steps
The **steps** that follow the current step. Visible, they pull the agent forward into **premature completion** — the more it sees, the stronger the tug; the defence is to hide them by splitting the sequence of steps into two.
_Avoid_: horizon, fog of war, lookahead
### Legwork
The work an agent does behind the scenes within a single step — reading files, exploring the codebase, making changes, digging up what it needs rather than offloading to the user. It lives below the step structure: never written as its own step, latent in the wording, controlled by the agent rather than the skill. The within-step counterpart to **post-completion steps**' across-step pull. Raised by a **leading word** (_comprehensive_, _thorough_) or a **completion criterion** that demands the work be exhaustive — including the demand axis applied to flat reference, which is what drives a skill of flat reference to cover all its rungs. Goes thin either when that demand is missing or when **premature completion** cuts the step short.
_Avoid_: scope, effort, diligence, coverage
### Reference
Material the agent refers to on demand — definitions, facts, parameters, examples, conditional instructions. When a skill has **steps** it is secondary to them; when a skill has none it is the entire content; or it lives outside any skill entirely — see **External Reference**. Reached via **context pointers**, and the prime candidate for **progressive disclosure**.
@ -126,56 +98,98 @@ _Avoid_: supporting material, docs, background
_Avoid_: doc, resource, knowledge base
### Progressive Disclosure
Moving **reference** down the ladder — out of SKILL.md and behind a **context pointer** — so the top stays legible. Not primarily a token optimisation; it is how the **information hierarchy** is protected. Licensed by **branching**: disclose what only some branches need, inline what every path needs, and if a pointer fires unreliably on must-have material, sharpen its wording, and pull it back inline only if that fails.
_Avoid_: lazy loading, chunking
### Co-location
Keeping the material an agent needs at once in one place — a concept's definition, rules, and caveats under a single heading, not scattered across the file — so reading one part brings its neighbours with it. The within-file companion to the **Information Hierarchy**: the hierarchy ranks _how far down_ a piece sits; co-location decides _what sits beside it_ once there. There is no formula for the right format of a body of **reference**; the test is that a skill should read like documentation written for the agent, and grouped material reads that way where scattered material does not. Distinct from **Duplication**: that repeats one meaning in two places, where scattering fragments a single meaning across many.
_Avoid_: grouping, clustering, cohesion
### Sprawl
_Failure mode._ A skill that is simply too long — too many lines in SKILL.md — independent of whether they are stale or repeated. Even an all-live, all-unique skill can sprawl. It costs readability (the agent wades through more before it can act, and attention thins across the excess), maintainability (every extra line is one more to keep **relevant**), and tokens. The cure is the **information hierarchy**: push **reference** down behind **context pointers**, and split by **branch** or sequence so each path carries only what it needs. Distinct from **sediment** (length from stale accumulation) and **duplication** (length from repeated meaning) — sprawl is length itself, whatever its cause.
_Avoid_: bloat, length, size, verbosity
## Steering
The levers that shape the agent's runtime behaviour toward **Predictability**.
### Branch
A distinct way a skill can be invoked — a case the skill handles — so different runs take different paths through it. A skill with many steps may carry many branches; a linear one has none.
_Avoid_: path, case, fork
### Leading Word
A compact concept — also called a *Leitwort* — already living in the model's pretraining, that the agent thinks with while running the skill. It encodes a behavioural principle in the fewest possible tokens by invoking priors the model already holds (e.g. _lesson_, _proximal zone of development_, _fog of war_, _tracer bullets_). Repeated as a token, never as a sentence, it accumulates a distributed definition across the skill and anchors a whole region of behaviour. Coining your own works if you define it clearly, but a made-up word recruits no priors — you pay in definition tokens what a pretrained word gives free. Reach for an existing word first.
A compact concept — also called a _Leitwort_ — already living in the model's pretraining, that the agent thinks with while running the skill. It encodes a behavioural principle in the fewest possible tokens by invoking priors the model already holds (e.g. _lesson_, _proximal zone of development_, _fog of war_, _tracer bullets_). Repeated as a token, never as a sentence, it accumulates a distributed definition across the skill and anchors a whole region of behaviour. Coining your own works if you define it clearly, but a made-up word recruits no priors — you pay in definition tokens what a pretrained word gives free. Reach for an existing word first.
A leading word serves **predictability** twice. In the body it anchors **execution** — the agent reaches for the same behaviour every time the concept appears, and inside flat reference it focuses attention on a class of thing to look for, recruiting the right checks each run. In the **description** it anchors **invocation** — and not only within the skill: when the same word lives in your prompts, your docs, and your codebase, the agent links that shared language to the skill and fires it more reliably. Word a description with the leading words you actually use when you want the skill.
_Avoid_: keyword, term, motif
### Completion Criterion
The condition that tells the agent a unit of work is done — the target it judges against. Two properties make it a lever, not just a quality. Its **clarity** (can the agent tell done from not-done?) resists **premature completion** — a vague bound ("understanding reached") lets the agent declare done and slip to the next step; this axis needs _steps_ to bite, since premature completion is a between-steps failure. Its **demand** (how much it requires) sets **legwork** — "every modified model accounted for" forces thorough work where "produce a change list" does not — and this axis is _not_ step-bound: it can bind a body of flat reference too, which is how a skill with no steps still carries an exhaustiveness bar ("every rule applied"). The strongest criteria are both checkable and exhaustive.
_Avoid_: done condition, exit condition, stopping rule
### Legwork
The work an agent does behind the scenes within a single step — reading files, exploring the codebase, making changes, digging up what it needs rather than offloading to the user. It lives below the step structure: never written as its own step, latent in the wording, controlled by the agent rather than the skill. The within-step counterpart to **post-completion steps**' across-step pull. Raised by a **leading word** (_comprehensive_, _thorough_) or a **completion criterion** that demands the work be exhaustive — including the demand axis applied to flat reference, which is what drives a skill of flat reference to cover all its rungs. Goes thin either when that demand is missing or when **premature completion** cuts the step short.
_Avoid_: scope, effort, diligence, coverage
### Post-Completion Steps
The **steps** that follow the current step. Visible, they pull the agent forward into **premature completion** — the more it sees, the stronger the tug; the defence is to hide them by splitting the sequence of steps into two.
_Avoid_: horizon, fog of war, lookahead
### Premature Completion
_Failure mode._ Ending the current step before it is genuinely done, because the agent's attention slips to being done rather than to the work. A between-steps failure: it needs **steps** to occur — a skill with no steps that quits early isn't premature completion but thin **legwork** under an unmet demand. A tug-of-war between two forces: visible **post-completion steps** (the pull forward) and the **completion criterion**'s clarity (the resistance — a sharp, checkable bar holds; a vague one gives way). Fuzziness is the necessary condition: a sharp bound resists the pull no matter how many later steps are visible, so a step that never rushes needs no defending. Two levers hold a step that does, but reach for them in order: **sharpen the bound first** — it is local and cheap. Only when the criterion is irreducibly fuzzy _and_ you actually observe the rush do you **hide the later steps** — and hiding only works across a real context boundary (a user-invoked hand-off or a subagent dispatch; an inline model-invoked call leaves the later steps in context and clears nothing). One cause of thin legwork, but distinct from it: legwork can be thin even when a step runs to full completion.
_Avoid_: premature closure, the rush, rushing, shortcutting
## Pruning
Keeping a skill lean — each remedy paired with the failure it cures.
### Single Source of Truth
The desired state where each meaning lives in exactly one authoritative place, so a change to the skill's behaviour is a change in one place. **Duplication** is its violation.
_Avoid_: home, canonical location
### Duplication
_Failure mode._ The same meaning given more than one **single source of truth**. It costs maintenance (change one place, you must change the others), costs tokens, and inflates prominence — repeating a meaning weights it on the ladder past its real rank. The accidental inverse of a **leading word**, which raises attention on purpose by repeating a token, never the meaning.
_Avoid_: repetition, redundancy
### Relevance
Whether a line still bears on what the skill does — the lens for what to keep. A line loses relevance either by never bearing on the task (mere exposition, or a **branch** that should be disclosed) or by going stale: drifting out of date as the behaviour or world it describes changes. Shorter skills are easier to keep relevant, because each line is cheaper to check. Distinct from **no-op**: relevance asks whether a line bears on the task, not whether it changes behaviour.
_Avoid_: load-bearing, staleness, freshness
## Failure Modes
### Premature Completion
Ending the current step before it is genuinely done, because the agent's attention slips to being done rather than to the work. A between-steps failure: it needs **steps** to occur — a skill with no steps that quits early isn't premature completion but thin **legwork** under an unmet demand. A tug-of-war between two forces: visible **post-completion steps** (the pull forward) and the **completion criterion**'s clarity (the resistance — a sharp, checkable bar holds; a vague one gives way). Fuzziness is the necessary condition: a sharp bound resists the pull no matter how many later steps are visible, so a step that never rushes needs no defending. Two levers hold a step that does, but reach for them in order: **sharpen the bound first** — it is local and cheap. Only when the criterion is irreducibly fuzzy *and* you actually observe the rush do you **hide the later steps** — and hiding only works across a real context boundary (a user-invoked hand-off or a subagent dispatch; an inline model-invoked call leaves the later steps in context and clears nothing). One cause of thin legwork, but distinct from it: legwork can be thin even when a step runs to full completion.
_Avoid_: premature closure, the rush, rushing, shortcutting
### Duplication
The same meaning given more than one **single source of truth**. It costs maintenance (change one place, you must change the others), costs tokens, and inflates prominence — repeating a meaning weights it on the ladder past its real rank. The accidental inverse of a **leading word**, which raises attention on purpose by repeating a token, never the meaning.
_Avoid_: repetition, redundancy
### Sediment
Layers of old content that settle in a skill and are never cleared, because adding feels safe and removing feels risky — so stale and irrelevant lines accumulate and you must core down through them to find what is still live. The default fate of any skill without a pruning discipline; the slow erosion of **relevance**, as opposed to **duplication**'s repeated meaning.
_Failure mode._ Layers of old content that settle in a skill and are never cleared, because adding feels safe and removing feels risky — so stale and irrelevant lines accumulate and you must core down through them to find what is still live. The default fate of any skill without a pruning discipline; the slow erosion of **relevance**, as opposed to **duplication**'s repeated meaning.
_Avoid_: accretion, bloat, cruft, rot
### Sprawl
A skill that is simply too long — too many lines in SKILL.md — independent of whether they are stale or repeated. Even an all-live, all-unique skill can sprawl. It costs readability (the agent wades through more before it can act, and attention thins across the excess), maintainability (every extra line is one more to keep **relevant**), and tokens. The cure is the **information hierarchy**: push **reference** down behind **context pointers**, and split by **branch** or sequence so each path carries only what it needs. Distinct from **sediment** (length from stale accumulation) and **duplication** (length from repeated meaning) — sprawl is length itself, whatever its cause.
_Avoid_: bloat, length, size, verbosity
### No-Op
An instruction that changes nothing because the model already does it by default — you pay load to tell the agent what it would do anyway. The test: does a line change behaviour versus the default? A line can be perfectly **relevant** and still be a no-op. The same priors that make a **leading word** free make a no-op worthless.
_Failure mode._ An instruction that changes nothing because the model already does it by default — you pay load to tell the agent what it would do anyway. The test: does a line change behaviour versus the default? A line can be perfectly **relevant** and still be a no-op. The same priors that make a **leading word** free make a no-op worthless.
A leading word is a *technique*; No-Op is a *verdict* on a line — and they cross. A leading word too weak to beat the default is a no-op (_be thorough_ when the agent is already thorough-ish), and the fix is a stronger word that passes the verdict (_relentless_), not a different technique. So the No-Op test — does it change behaviour versus the default? — is also how you grade whether a leading word is earning its repetitions. This is model-relative, not reader-relative: two people disagreeing over whether a line is a no-op disagree about the default, and settle it by running the skill, not by debate.
A leading word is a _technique_; No-Op is a _verdict_ on a line — and they cross. A leading word too weak to beat the default is a no-op (_be thorough_ when the agent is already thorough-ish), and the fix is a stronger word that passes the verdict (_relentless_), not a different technique. So the No-Op test — does it change behaviour versus the default? — is also how you grade whether a leading word is earning its repetitions. This is model-relative, not reader-relative: two people disagreeing over whether a line is a no-op disagree about the default, and settle it by running the skill, not by debate.
_Avoid_: redundant instruction, restating the obvious, belaboring