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design-dialogue-intent

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Updated 10-28 08:38

About this skill

Design Dialogue Intent

Design the conversation beneath the words before writing the words.

Use this model:

Goal → Tactic → Counter-tactic → Information / power change → New tactic

Dialogue becomes dramatic when speakers use language to do things to one another.

Inputs

Use available:

  • speakers
  • relationship
  • scene objective
  • current emotional state
  • secrets
  • information asymmetry
  • stakes
  • power imbalance
  • required reveal
  • player choice constraints
  • established voice

Separate Four Layers

For each important line or beat distinguish:

  1. Literal content — what is said.
  2. Intent — what the speaker is trying to achieve.
  3. Subtext — what the exchange communicates without stating directly.
  4. Effect — what changes in the other person or situation.

Example:

Literal: Are you staying for dinner?

Intent: prevent the other person from leaving.

Subtext: I want you here but do not want to admit how much.

Effect: forces the other person to answer the relationship question indirectly.

Speaker Model

For each speaker define:

  • immediate goal
  • desired answer or action from the other person
  • feared outcome
  • tactic at scene start
  • what they will not say directly
  • what they know
  • what they falsely believe
  • what emotional exposure they avoid
  • leverage they possess
  • relationship-specific constraints

Tactics

Use active verbs.

Examples:

  • persuade
  • threaten
  • reassure
  • provoke
  • seduce
  • shame
  • flatter
  • stall
  • conceal
  • test
  • accuse
  • bargain
  • recruit
  • dominate
  • submit strategically
  • deflect
  • confess selectively
  • bait
  • dismiss

Avoid intentions like talk about the murder. That is a topic, not a tactic.

Beat Changes

A beat changes when at least one of these changes:

  • tactic
  • subject because of pressure
  • power
  • information
  • emotional exposure
  • objective
  • relationship state

Do not let speakers repeat the same tactic indefinitely.

Subtext

Subtext is not mandatory obscurity. Characters can speak directly when directness is dramatically meaningful.

Use subtext especially when:

  • vulnerability is dangerous
  • status constrains speech
  • characters distrust one another
  • desire conflicts with self-image
  • one person is testing another
  • social rules prohibit the real topic

Information Asymmetry

Track separately:

  • what speaker A knows
  • what speaker B knows
  • what each thinks the other knows
  • what the audience/player knows

Many strong conversations are powered by mismatches between these states.

Power

Power can come from:

  • rank
  • physical control
  • information
  • emotional dependency
  • moral authority
  • money
  • institutional backing
  • social audience
  • willingness to walk away

Track shifts during the dialogue. The person speaking most is not necessarily the person with power.

Interactive Procedure

  1. Define each speaker's immediate goal.
  2. Identify the central incompatibility.
  3. Define what each speaker cannot or will not say directly.
  4. Identify starting tactics.
  5. Establish information and power asymmetries.
  6. Build 3–7 beat changes.
  7. Define the turn in the conversation.
  8. Define the exit state.
  9. Only then generate dialogue if requested.

When the designer has not decided an intent, offer meaningfully different options rather than stylistic variants.

Output

Conversation purpose

Speaker intents

For each speaker: goal, fear, hidden need, starting tactic, constraint.

Information / power map

Beat map

Beat Speaker Intent Tactic What changes

Turn

Exit state

Subtext notes

Voice constraints

Only if supplied or relevant.

Optional line generation

Only when requested.

Failure Modes

Avoid:

  • giving both speakers the same objective
  • confusing topic with intent
  • making every line maximally witty
  • stating every emotion directly
  • subtext so obscure that causality disappears
  • dialogue that transfers information nobody needs to say
  • repeating tactics without consequence
  • ignoring power and relationship context
  • using voice quirks as a substitute for dramatic purpose

Final Quality Check

Verify that:

  • each major speaker wants something from the exchange
  • tactics are active and distinct
  • information asymmetry is understood
  • at least one beat changes power, information, tactic, or emotional exposure
  • the conversation has an exit state different from its entry state