bmad-idea
BMAD Idea Router
Use this skill as the repository's pre-planning creative intake and concept-routing layer.
The job is not to dump dozens of ideation techniques or persona gimmicks. The job is to:
- normalize a messy early-stage idea packet,
- choose the single framing mode that reduces ambiguity fastest,
- produce one concept artifact that downstream work can actually use,
- route the next step to the right neighboring skill.
Read references/operating-modes.md for mode-selection heuristics, references/handoff-boundaries.md for adjacent-skill routing, and references/concept-packet-template.md for reusable output scaffolding.
When to use this skill
- The user has a rough idea and needs a clearer problem, audience, concept, or story before planning starts
- The request is still ambiguous enough that jumping straight to a PRD, sprint plan, or launch plan would be premature
- A product, service, content, or GTM idea needs one concept brief, positioning brief, or narrative packet first
- A game idea needs pillars, player fantasy, core loop, and first concept framing before
bmad-gdsor task decomposition - The user explicitly mentions brainstorming, concept shaping, design thinking, positioning, JTBD-style framing, story packaging, or pre-planning clarification
When not to use this skill
- The main need is phase-based delivery routing or deciding the next BMAD artifact after project framing already exists → use
bmad - The main need is backlog slicing, story decomposition, estimation, or sprint preparation → use
task-planning - The main need is broad marketing execution, launch planning, funnel work, or KPI-aware campaign routing → use
marketing-automation - The main need is game-production coordination for an existing GDD, playtest packet, build issue, or milestone → use
bmad-gds - The main need is only rewriting copy or polishing prose with no framing decision to make
Operating modes
Choose exactly one primary mode per run.
-
Problem framing
- Use when the idea is fuzzy and the main gap is what problem actually matters
- Best for founders, PMs, designers, and consultants starting from raw opportunity language
-
Audience and value framing
- Use when the offer exists but the target user, JTBD, pains, gains, or differentiation are weak
- Best for product marketing, GTM, and concept-validation work
-
Concept shaping
- Use when the direction is promising but still needs a tighter concept, constraints, options, and core promise
- Best for product, feature, service, and offer-level idea shaping
-
Game concept framing
- Use when the packet is about game fantasy, pillars, audience, core loop, progression, or tone before production planning
- Best for solo developers and small game teams before
bmad-gds
-
Story packaging
- Use when the main need is a narrative, pitch, concept story, or internal alignment packet
- Best when the problem is understanding and buy-in rather than raw ideation volume
Instructions
Step 1: Normalize the idea intake
Capture the packet in this format before choosing a mode:
idea_packet:
domain: product | gtm | content | consulting | game | mixed | unknown
stage: raw-idea | rough-concept | candidate-offer | concept-with-notes | narrative-draft | unknown
audience:
primary_user: "who this is for"
pains_or_needs:
- pain 1
- pain 2
problem_or_goal: "what change or outcome is this idea trying to create?"
current_material:
- notes
- brainstorm bullets
- positioning draft
- customer research
- game concept notes
- moodboard / references
- pitch / story draft
strongest_unknown: problem | audience | value | concept-scope | game-pillars | narrative | unknown
downstream_target: bmad | task-planning | marketing-automation | bmad-gds | deck | unknown
constraint: time | scope | evidence | differentiation | alignment | unknown
If the packet is incomplete, continue with explicit assumptions instead of stalling.
Step 2: Choose one primary mode
Select the mode that reduces ambiguity fastest.
| If the biggest gap is... | Choose... | Primary output |
|---|---|---|
| We do not yet know what problem is worth solving | Problem framing | problem brief |
| We do not know for whom this idea matters or why it is better | Audience and value framing | positioning brief |
| We have too many half-ideas and need one tighter concept | Concept shaping | concept brief |
| We need to define fantasy, pillars, loop, and hook for a game | Game concept framing | game concept packet |
| The idea exists but people do not understand or support it yet | Story packaging | story / pitch packet |
Do not mix multiple modes unless the user explicitly asks for a two-pass workflow.
Step 3: Produce one concept artifact
Return exactly one primary artifact:
problem briefpositioning briefconcept briefgame concept packetstory / pitch packet
The artifact should be concise, reusable, and ready to hand to a downstream skill.
Step 4: Make route-outs explicit
When the concept artifact is done, recommend the next downstream lane if appropriate:
bmad→ when the next job is phase routing and selecting PRD / tech spec / architecture / sprint-plan depthtask-planning→ when the concept is approved and needs backlog slices, milestones, or execution packetsmarketing-automation→ when the concept is sound and now needs launch, messaging operations, campaign structure, or KPI-aware marketing follow-throughbmad-gds→ when the game concept is strong enough to turn into milestones, GDD slices, playtest planning, or production coordination
Always state why that route-out is next and what packet should be passed forward.
Step 5: Use this output structure
# Idea Routing Brief
## Scope
- Domain: ...
- Stage: ...
- Strongest unknown: ...
- Downstream target: ...
- Confidence: high | medium | low
## Chosen mode
- problem-framing | audience-and-value-framing | concept-shaping | game-concept-framing | story-packaging
## What matters most now
- 2-4 bullets grounded in the packet
## Recommended artifact
- problem brief | positioning brief | concept brief | game concept packet | story / pitch packet
## Artifact contents
| Section | Decision | Why it matters now |
|---------|----------|--------------------|
| ... | ... | ... |
## Immediate next steps
1. ...
2. ...
3. ...
## Route-outs
- Skill / workflow: ...
- Why next: ...
- What to pass forward: ...
## What not to do yet
- 1-3 bullets preventing premature planning, launch detail, or execution drift
Step 6: Keep the artifact lean and decision-oriented
Good outputs are short enough to reuse.
Guardrails:
- prefer a few strong decisions over a giant brainstorm transcript
- convert ideas into constraints, assumptions, and next artifacts
- preserve uncertainty explicitly instead of pretending the concept is resolved
- stop before roadmap depth, sprint decomposition, or campaign execution unless the user asks for the handoff skill next
Compatibility commands and legacy naming
Older BMAD-CIS usage may mention these commands or personas:
bmad-cis-brainstormingbmad-cis-design-thinkingbmad-cis-innovation-strategybmad-cis-problem-solvingbmad-cis-storytelling- Carson / Maya / Victor / Dr. Quinn / Sophia
Treat them as mode hints, not separate first-class workflows. Map them into the modern modes above:
- brainstorming / design thinking / problem solving → usually
problem framingorconcept shaping - innovation strategy → usually
audience and value framingorconcept shaping - storytelling → usually
story packaging
Output format
Always return a short operator-style idea routing brief.
Required qualities:
- one chosen mode, not a kitchen sink of creativity tactics
- one reusable artifact, not a pile of disconnected ideas
- explicit route-outs to neighboring skills when the next lane is clear
- visible assumptions and unresolved questions
- keep the result under roughly 400-700 words unless the user asks for a larger concept packet
Examples
Example 1: product concept before planning
Input
Use bmad-idea. We think there is an opportunity around AI-assisted team handoffs, but we do not know the sharp problem or who it is really for.
Output sketch
- Chosen mode:
problem framing - Recommended artifact:
problem brief - Route-out after approval:
bmad
Example 2: GTM / positioning ambiguity
Input
We built a workflow tool, but our messaging is fuzzy and every pitch sounds generic.
Output sketch
- Chosen mode:
audience and value framing - Recommended artifact:
positioning brief - Route-out after approval:
marketing-automation
Example 3: game concept shaping
Input
Help us shape a cozy automation game idea before we start a real GDD.
Output sketch
- Chosen mode:
game concept framing - Recommended artifact:
game concept packet - Route-out after approval:
bmad-gds
Best practices
- Act like a concept router, not a prompt zoo — choose one framing mode that fits the ambiguity.
- Prefer one artifact that travels well — the point is to make downstream planning easier.
- Use neighboring skills on purpose —
bmad,task-planning,marketing-automation, andbmad-gdseach own later-stage work. - Keep uncertainty visible — a concept brief should surface assumptions, not bury them.
- Bridge domains without flattening them — product, GTM, and game ideas share structure, but their outputs differ.
- Treat legacy commands as compatibility language — the modern source of truth is the routing model.
References
- references/operating-modes.md
- references/handoff-boundaries.md
- references/concept-packet-template.md
../bmad/SKILL.md../task-planning/SKILL.md../marketing-automation/SKILL.md../bmad-gds/SKILL.md