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procedural-rhetoric程序修辞

Agent Skill

procedural-rhetoric 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

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unknown

最后核验

2026-05-01

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来源可访问

安装方式

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请帮我安装这个 Agent Skill:procedural-rhetoric(程序修辞)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/procedural-rhetoric
安装命令:
npx skills add https://github.com/simhacker/moollm --skill procedural-rhetoric
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/simhacker/moollm --skill procedural-rhetoric

简介

procedural-rhetoric 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词快速定位内容。
  • 可用于支持程序化修辞或叙事结构相关研究。
  • 建议确认权限范围和维护状态,避免误触敏感操作。
  • 可结合原始 README 了解其检索逻辑和使用限制。

SKILL.md

Procedural Rhetoric

Rules persuade. Structure IS argument. Design consciously.


What Is Procedural Rhetoric?

Ian Bogost coined it: *"an unholy blend of Will Wright and Aristotle."*

Games and simulations persuade through processes and rules, not just words or visuals. The structure of your world embodies an ideology. When The Sims allows same-sex relationships without fanfare, the *rules themselves* make a statement — equality is the default, not a feature.

MOOLLM applies this to everything:

  • YAML schemas define what's *thinkable*
  • Advertisements define what's *possible*
  • Constraints define what's *normative*
  • Defaults define what's *assumed*

The Triumvirate

Three concepts work together:

ConceptSourcePower
PROCEDURAL-RHETORICIan BogostRules carry ideology
MASKING-EFFECTScott McCloudAbstraction enables identification
SIMULATOR-EFFECTWill WrightImagination fills gaps

Combined, they create worlds that persuade, invite projection, and spark imagination.


Designing Rhetorical Objects

Every object in MOOLLM can carry procedural rhetoric. The rhetoric block defines how it shapes the world:

object:
  name: "Community Garden"
  description: "A shared space where neighbors grow food together."

  rhetoric:
    # What worldview does this object embody?
    ideology: "Cooperation over competition. Sharing over hoarding."

    # What does it normalize?
    normalizes:
      - "Collective ownership"
      - "Generosity with surplus"
      - "Cross-generational knowledge transfer"

    # What does it make possible?
    enables:
      - "Players can give food freely"
      - "Teaching actions boost both parties"
      - "Surplus automatically shared with neighbors"

    # What does it constrain?
    constrains:
      - "Cannot fence off individual plots"
      - "Cannot sell what you grow (only gift)"

    # What are the defaults?
    defaults:
      ownership: "communal"
      surplus_action: "share"

    # Simulator effect: sparse triggers rich imagination
    evokes: |
      The smell of tomatoes warming in the sun.
      Children learning which plants are ready to pick.
      Old-timers sharing secrets about soil.

Rhetorical Advertisements

Objects advertise actions that embody values:

advertisements:
  SHARE-HARVEST:
    description: "Give your surplus to the community"
    score_boost: 20  # Encouraged by design
    rhetoric: "Generosity is the path of least resistance"

  TEACH-TECHNIQUE:
    description: "Show a neighbor how to grow tomatoes"
    effect: "Both teacher and student gain gardening skill"
    rhetoric: "Teaching multiplies rather than divides"

  HOARD:
    available: false  # Not even an option
    rhetoric: "Hoarding is literally unthinkable here"

Notice: The highest-scored action is sharing. Hoarding isn't forbidden — it's *absent*. That's procedural rhetoric: shaping what's thinkable.


World Generation with Rhetoric

When generating new rooms, objects, or NPCs, specify the rhetorical foundation:

world_generation:
  rhetoric_profile: "utopian-cooperative"

  guidelines:
    economy: "Gift economy. No currency. Abundance mindset."
    conflict: "Disagreements resolved through dialogue, not combat"
    scarcity: "Resources are shared, not hoarded"
    strangers: "Welcomed as potential friends, not threats"

  spawn_tendencies:
    community_spaces: high
    private_vaults: none
    weapons: ceremonial_only
    teaching_opportunities: abundant

Or for a different world:

world_generation:
  rhetoric_profile: "noir-cynical"

  guidelines:
    economy: "Zero-sum. Someone always loses."
    conflict: "Inevitable. Trust is earned, rarely given."
    scarcity: "Everything valuable is contested"
    strangers: "Potential threats until proven otherwise"

  spawn_tendencies:
    dark_alleys: high
    safe_spaces: rare
    hidden_agendas: common
    genuine_kindness: surprising

The rhetoric profile shapes *everything* that gets generated.


Masking Effect for Characters

Abstract characters invite projection. Design character templates that are masks players wear:

character:
  name: "The Wanderer"

  # Sparse on specifics — room for projection
  description: "A traveler from somewhere else."

  # Abstract enough to be anyone
  appearance:
    style: "weathered but resilient"
    # NO specific race, gender, age — player fills in

  masking:
    abstraction_level: high
    projection_hooks:
      - "What drove them to wander?"
      - "What are they searching for?"
      - "What did they leave behind?"

  # Rich emotional palette despite sparse details
  emotional_range:
    - "Quiet determination"
    - "Nostalgic longing"
    - "Unexpected kindness to strangers"

Simulator Effect: Less Is More

Sparse descriptions invoke richer imagination than exhaustive detail:

room:
  name: "The Forgotten Library"

  # Evocative, not exhaustive
  description: |
    Dust motes drift through slanted light.
    Somewhere, pages turn without being touched.

  # Let imagination fill the shelves
  simulator_effect:
    sparse_details:
      - "Ancient books"
      - "Shifting shadows"
      - "A familiar smell you can't place"

    # Questions > answers
    mysteries:
      - "Who reads here at night?"
      - "Why do some shelves seem to move?"
      - "What book keeps appearing in your path?"

    # DON'T specify:
    avoid_overspecifying:
      - "Exact number of books"
      - "Complete catalog of subjects"
      - "Layout dimensions"
      - "Every dust bunny location"

Rhetorical Recipes

Define rhetorical patterns as reusable recipes:

rhetorical_recipe:
  name: "Abundance Mindset"

  ingredients:
    - "Resources that regenerate"
    - "Sharing actions score higher than hoarding"
    - "Generosity rewarded with social currency"
    - "No inventory limits"

  applies_to:
    - rooms
    - objects
    - economies
    - NPCs

  usage: |
    When creating objects with this recipe:
    - Make resources renewable
    - Remove scarcity as default
    - Reward generosity in mechanics
    - Make surplus automatic to share
rhetorical_recipe:
  name: "Trust Must Be Earned"

  ingredients:
    - "NPCs start neutral or suspicious"
    - "Reputation accumulates slowly"
    - "Betrayal has lasting consequences"
    - "Trust unlocks deeper interactions"

  applies_to:
    - NPCs
    - factions
    - social systems

  usage: |
    When creating social systems with this recipe:
    - New relationships start guarded
    - Actions have memory
    - Trust is a resource that depletes and builds
    - Deep connection requires investment

Inclusive Design Through Rhetoric

The Sims pioneered inclusive procedural rhetoric:

inclusive_rhetoric:
  # Symmetric relationship rules = equality as default
  relationships:
    pattern: "Any character can form any relationship with any other"
    rhetoric: "Love is love. Family is chosen."

  # No gender-locked actions
  actions:
    pattern: "All actions available to all characters"
    rhetoric: "Capability is individual, not categorical"

  # Customization without limits
  character_creation:
    pattern: "Full spectrum of expression available"
    rhetoric: "You define yourself"

  # The absence is the statement
  absent_by_design:
    - "No 'correct' family structure"
    - "No 'normal' appearance baseline"
    - "No 'standard' lifestyle path"

Warning: Rhetoric Cuts Both Ways

Procedural rhetoric can enlighten or entrench:

# ⚠️ DANGEROUS PATTERNS
toxic_rhetoric:
  scarcity_as_default:
    pattern: "Everything is limited and contested"
    effect: "Players learn to hoard and distrust"

  zero_sum_scoring:
    pattern: "Your gain is my loss"
    effect: "Cooperation becomes irrational"

  violence_as_primary_verb:
    pattern: "Combat is the main interaction"
    effect: "Other solutions become invisible"

  stereotyped_roles:
    pattern: "NPCs locked into categorical behaviors"
    effect: "Reinforces prejudice as 'natural'"

Design consciously. Your schemas have opinions.


Dovetails With

Related Protocols

ProtocolInsight
MASKING-EFFECTAbstract characters = projection
SIMULATOR-EFFECTImagination fills gaps
GUTTER-CLOSUREAction happens BETWEEN
CULTURAL-BAGGAGELeverage existing knowledge
FLY-UNDER-RADARNormalize through defaults
SIMANTICSDistributed AI in objects
TOY-NOT-GAMESandbox over scoring
PERKY-PATShared consciousness projection

The Mantra

*"The rules ARE the rhetoric."* *"The defaults ARE the ideology."* *"The absences ARE the statement."* *"Design consciously."*

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