# {SERIES_TITLE} - Project Orchestration

> **For generation process, read:** `/skills/orchestration_process/SKILL.md`
> **For format rules, read:** `/skills/format_v12/SKILL.md`

---

## Series Identity

**Logline:** {ONE_SENTENCE}

**Surprising Conceit:** {WHAT_MAKES_THIS_DIFFERENT}

**Thematic Question:** {THE_QUESTION}

**Theme Emerged From:** {HOW_DISCOVERED_THROUGH_CHARACTER_COLLISION}

---

## Batch Schedule

| Batch | Episodes | Key Events |
|-------|----------|------------|
| 1 | 1-5 | HOOK (silent), {BEAT} |
| 2 | 6-10 | {BEAT} |
| 3 | 11-15 | **PLOT POINT 1** (Ep 15): {BEAT} |
| 4 | 16-20 | {BEAT} |
| 5 | 21-25 | {BEAT} |
| 6 | 26-30 | **MIDPOINT** (Ep 30): {BEAT} |
| 7 | 31-35 | {BEAT} |
| 8 | 36-40 | {BEAT} |
| 9 | 41-45 | **ALL IS LOST** (Ep 45): {BEAT} |
| 10 | 46-50 | {BEAT} |
| 11 | 51-55 | {BEAT} |
| 12 | 56-60 | **RESOLUTION** (Ep 60): {BEAT} |

---

## Character Behavioral DNA

> **Characters are defined by what they DO on screen, not their history.**

### {PROTAGONIST}

| Element | Specification |
|---------|---------------|
| **Idiom** | {SPEECH_PATTERN} |
| **Behavior 1** | {VISIBLE_ACTION} |
| **Behavior 2** | {VISIBLE_ACTION} |
| **Behavior 3** | {VISIBLE_ACTION} |
| **Stress behavior** | {SURPRISING_RESPONSE} |
| **Signature line** | "{LINE}" |
| **Orthogonal trait** | {DOESN'T_SERVE_THEME} |
| **Contradiction** | {PATTERN_BREAK} |
| **Humor type** | {TYPE_OR_NONE} |

### {ANTAGONIST}

| Element | Specification |
|---------|---------------|
| **Idiom** | {SPEECH_PATTERN} |
| **Behavior 1** | {VISIBLE_ACTION} |
| **Behavior 2** | {VISIBLE_ACTION} |
| **Stress behavior** | {SURPRISING_RESPONSE} |
| **Signature line** | "{LINE}" |
| **What they're RIGHT about** | {VALID_POINT} |

### {ANCHOR}

| Element | Specification |
|---------|---------------|
| **Idiom** | {SPEECH_PATTERN} |
| **Behavior 1** | {VISIBLE_ACTION} |
| **Danger response** | {HOW_THEY_REACT} |
| **Truth they hold** | {WHAT_PROTAG_NEEDS} |

---

## Frequency Discipline (Batch Echo Prevention)

The batch model generates 5 episodes at a time. A behavior used 2x per batch seems reasonable — but 2x × 12 batches = 24 times across the series. **Cumulative frequency is invisible at the batch level.**

| Element Type | Max Frequency | Notes |
|---|---|---|
| **Signature line** (exact phrasing) | Once per 5 episodes | Reserve for emotional peaks. Use voice idiom variations instead. |
| **Physical tic** (finger counting, cuff adjusting, etc.) | Once per 3 episodes | Rotate between the character's 3+ behaviors. |
| **Catchphrase/idiom** | Vary freely | Script-doctor optimizes density. Generator should err toward MORE voice, not less. |
| **Humor** | 1 actually-funny line per episode (Acts 1-2) | Must pass the Smirk Test (see Tone Enforcement). Humor ≠ idiom. |
| **Orthogonal trait** | 3-5 times across 60 episodes | Rare = memorable. Treat like wildcard. |
| **Descriptive phrase** | Once, then never repeat verbatim | Find new ways to describe the same physical reality. |

> **Note:** Script-doctor humor pass handles over-density. Generator should err toward MORE voice, not less.

---

## Voice Checkpoints

| Episodes | {PROTAGONIST} Stage | Pattern |
|----------|---------------------|---------|
| 1-15 | {STATE} | {PATTERN} |
| 16-30 | {STATE} | {PATTERN} |
| 31-45 | {STATE} | {PATTERN} |
| 46-60 | {STATE} | {PATTERN} |

---

## Batch 1: Voice Establishment (OVERRIDE)

Batch 1 suspends idiom frequency caps. Goal: VOICE LOCK by Episode 3.

- **Protagonist:** Hit every register of their idiom. Show RANGE: exact odds, crude humor, finger counting, transactional framing, gallows comedy. 2-3 idiomatic expressions per episode. Include at least 1 line that passes the Smirk Test per episode.
- **Antagonist:** Full signature idiom in first appearance.
- **All characters:** Audience must know how each character TALKS by Ep 3.

Normal frequency discipline resumes Batch 2.

---

## Relationship Milestones

> **Reference:** `/skills/relationship_earning/SKILL.md`

| Episode | Milestone | What's Earned |
|---------|-----------|---------------|
| ~{N} | {EVENT} | {STATEMENT_LEVEL} |
| ~{N} | {EVENT} | {STATEMENT_LEVEL} |
| ~{N} | {EVENT} | {STATEMENT_LEVEL} |
| ~{N} | {EVENT} | {STATEMENT_LEVEL} |

---

## Aftermath Episodes

These episodes end on **aftermath cliffhangers** (not mid-action).
Target ~12 episodes (20% of 60) to match `CONSTANTS.md → CLIFFHANGER_MIDACTION_PERCENT` (80% mid-action / 20% aftermath).
See `/appendix_a_cliffhangers_hooks.md` for placement guidance.

**{LIST ~12 EPISODE NUMBERS, e.g.: 4, 10, 15, 18, 26, 30, 35, 42, 45, 52, 59, 60}**

---

## Emotional Beat Schedule

| Episode | Beat | Content |
|---------|------|---------|
| {N} | 💔 {BEAT_NAME} | {DESCRIPTION} |
| {N} | 💔 {BEAT_NAME} | {DESCRIPTION} |
| {N} | 💔 {BEAT_NAME} | {DESCRIPTION} |

---

## Mini-Arcs (Plant/Payoff)

| Arc | Plant (Ep) | Echo (Ep) | Payoff (Ep) |
|-----|------------|-----------|-------------|
| {NAME} | {N}: {SETUP} | {N}: {ECHO} | {N}: {PAYOFF} |
| {NAME} | {N}: {SETUP} | {N}: {ECHO} | {N}: {PAYOFF} |

---

## Visual Palette

| Location | Colors | Lighting | Textures |
|----------|--------|----------|----------|
| {LOC} | {PALETTE} | {LIGHT} | {TEXTURE} |
| {LOC} | {PALETTE} | {LIGHT} | {TEXTURE} |

---

## Tone Enforcement

**This series should be FUN, not just dramatic.**

### CRITICAL: IDIOM ≠ HUMOR

**IDIOM** = Speech pattern (how they frame the world)
- "Sixty-forty I regret this." ← IDIOM (gambler speech, NOT funny)
- "Those aren't great odds." ← IDIOM (just how they talk)

**HUMOR** = Lines that make the audience smirk
- "I wake up in garbage. Fitting." ← HUMOR (dry self-awareness)
- "Daddy needs a new pair of lungs." ← HUMOR (dark irreverence)
- "You got any gold teeth I can pry out?" ← HUMOR (casual about the macabre)

**The Smirk Test:** Would this line make someone smirk without context?
If no, it's just idiom. If yes, it's actual humor.

### Protagonist Humor

> **Customize for your protagonist's tone type.**

**{PROTAGONIST_NAME} Humor Type:** {TONE_TYPE}

If your protagonist has GALLOWS HUMOR:
- At least 1 ACTUALLY FUNNY line per episode (Acts 1-2)
- Funny = dry observations, dark self-awareness, casual irreverence
- NOT funny = just using their speech idiom
- Humor is their MASK — it decreases as the mask cracks (Eps 31-45)
- Brief return in finale for earned callbacks (Eps 56-60)

**Actually Funny Lines (for reference):**
> "{PROTAGONIST_QUIP_1}"
> "{PROTAGONIST_QUIP_2}"
> "{PROTAGONIST_QUIP_3}"
> These should pass the smirk test!

### Humor Density by Act

| Episodes | Humor Level | What to Write |
|----------|-------------|---------------|
| 1-15 | HIGH | At least 1 genuinely funny line per episode |
| 16-30 | HIGH | Still deflecting, dark humor continuing |
| 31-45 | DECREASING | Humor feels hollow, forced, or absent |
| 46-55 | LOW | Stakes too high for jokes |
| 56-60 | CALLBACKS | Earned humor returns, echoes of early lines |

### Red Flags (Tone)
- Episode with only IDIOM but no actual HUMOR (Acts 1-2)
- Mistaking speech pattern for funny lines
- Character suddenly earnest without a mask-cracking beat
- Humor that undercuts emotional beats (know when to pause)

---

## Pattern Variety Rules

> **Source:** `/CONSTANTS.md`

- Max 3 consecutive same hook type (4+ is violation per `CONSTANTS.md` → MAX_CONSECUTIVE_SAME_TYPE)
- Max 3 consecutive same cliffhanger type (4+ is violation)
- Target: 70-85% SILENT hooks, 70-85% MID-ACTION cliffhangers (per `CONSTANTS.md` → Pattern Distribution)

---

## Project-Specific Rules

{ANY RULES UNIQUE TO THIS PROJECT}

- {RULE}
- {RULE}

---

## Resumption Prompt

If resuming after context limit:

```
Continue {SERIES_TITLE} generation from the last checkpoint.

1. Read /[project]/state/current_state.json
2. Check /[project]/episodes/ for existing episodes
3. Read the last 2 completed episodes for continuity
4. Continue from next incomplete batch
```

---

*Orchestration created: {DATE}*
