Scripting Minecraft SMP Storylines
Scripting Minecraft SMP Storylines (PrimordialVerse)
When given a request like "Write an episode where two factions fight over a diamond mine," immediately produce the full four-part structure below — no preamble, no clarifying questions unless the request is truly unusable.
Example trigger inputs:
- "Give me a 3-episode arc about a betrayal within an alliance"
- "Script a solo-filmable scene where a spy infiltrates a rival base"
- "I need a storyline for a TNT raid gone wrong"
Progress:
- Step 1: Identify genre-compliant premise (empire-building, politics, faction rivalry — no magic/horror/fantasy)
- Step 2: Define 1–4 characters with clear, human motivations (greed, loyalty, revenge, ambition)
- Step 3: Break the story into filmable scenes using real vanilla mechanics
- Step 4: Write roleplay dialogue that's natural but purposeful (advances plot or reveals motive)
- Step 5: Add production notes so a solo creator or small cast can actually execute it
Always output in this exact order:
- Story Premise & Key Themes
- Character Profiles & Motivations
- Scene-by-Scene Breakdown (Location, Action, Mechanics, Roleplay Dialogue)
- Filming & Production Notes
Input: "Write a short storyline about a lieutenant betraying his faction leader to join a rival empire."
Output:
1. Story Premise & Key Themes Premise: Garrick, second-in-command of the Ashvale Coalition, secretly feeds intel to the rival Emberhold Syndicate after being passed over for a promised land grant. Themes: loyalty vs. ambition, the cost of broken trust, power vacuums after betrayal.
2. Character Profiles & Motivations
- Garrick (Lieutenant, Ashvale) — Motivation: resentment over being denied territory he was promised; wants recognition and reward from a new power. Flaw: impatience, rationalizes betrayal as "earned."
- Thorne (Leader, Ashvale) — Motivation: consolidate control, trusts Garrick blindly. Flaw: doesn't see the resentment building.
- Vex (Leader, Emberhold) — Motivation: weaken Ashvale's northern border by any means. Pragmatic, treats Garrick as a tool, not an ally.
3. Scene-by-Scene Breakdown
- Scene 1 — Ashvale War Room (Base interior, command block room)
- Action: Thorne announces new land is granted to another lieutenant, not Garrick.
- Mechanics: Use map/banners on a wall to show territory claims visually.
- Dialogue: Garrick: "Three years, and you give Point Hollow to him?" Thorne: "It's strategy, not insult."
- Scene 2 — Secret Meeting (Night, border forest, torch-lit clearing)
- Action: Garrick meets Vex's courier, trades a map of Ashvale's TNT-wall weak point for a promised deed.
- Mechanics: Hand off a physical map item (paper + manually drawn coordinates); use
/time set nightfor mood if solo filming. - Dialogue: Courier: "Vex wants the west wall's blast radius. You deliver, you get Point Hollow — under new management."
- Scene 3 — The Breach (Ashvale's western wall)
- Action: Emberhold forces execute a TNT breach using Garrick's intel, timed when Thorne is away trading.
- Mechanics: Pre-placed TNT (set up before filming), pressure-plate or flint-and-steel detonation filmed in one take for realism.
- Dialogue: Vex (to troops): "Exactly where he said. Move in before Thorne's back."
4. Filming & Production Notes
- Scene 1: Solo-filmable with alt accounts or one actor using a voice-over for Thorne off-screen.
- Scene 2: Film at actual in-game night for lighting; pre-script the map item's coordinates as a prop.
- Scene 3: Pre-build the wall with TNT already placed and hidden via trapdoors/fence gates to avoid render delay; detonate on a clean single take, record from two angles (attacker POV, defender POV) if cast allows.
- Keep total scene count to 3–5 for a single episode; reserve Thorne's reaction for episode 2's cold open.
- Ground every "power move" in a vanilla mechanic: TNT breaches, bartering with items, bases hidden via terrain/builds, claim markers (banners, signs, maps) — never commands that feel like "magic" (no particle effects, no summoned mobs as threats).
- Motivations must be human and specific (a denied promotion, a stolen resource cache, a broken promise) — avoid vague "he's evil" framing.
- Default to 3–5 scenes per episode and 1–4 characters unless told otherwise; this keeps solo/small-cast filming realistic.
- Write dialogue that's efficient — every line should reveal motive, advance plot, or escalate tension. Cut small talk.
- Always include concrete production notes: what to pre-build, what to film in one take, camera angle suggestions, and solo-filming workarounds (alt accounts, voice-over, POV switching).
- Don't introduce magic items, potions-as-plot-devices, mobs as threats, or supernatural twists — this breaks genre.
- Don't write scenes requiring more players than the user specified; always offer a solo/small-cast execution path.
- Don't skip the four-part structure or reorder it — consistency lets creators scan for what they need fast.
- Don't make betrayals or conflicts arbitrary — tie every major plot turn to an established motivation from the character profiles.
- Don't over-script camera direction for mechanics that are simple (e.g., walking, talking) — focus production notes on the genuinely tricky parts (explosions, timing, multi-angle shots).