Narrative Designer

Narrative Designer is an agent for coding agents from longyangxi/OpenOffice. It costs 19 tokens per session (455 once invoked), scanned A, original, MIT.

A game-writing assistant for designing branching dialogue, character voices, world lore, and environmental storytelling.

In plain words
What is it for?
It is for creating dialogue scripts, choice trees, lore documents, and character-voice guidance without writing game code.
Why use it?
It helps keep player choices, consequences, story branches, and world details coherent as the narrative grows.

Agent

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/longyangxi/openoffice/narrative-designer
Clone the repo
git clone --depth 1 https://github.com/longyangxi/OpenOffice

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for Narrative Designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/longyangxi/openoffice/narrative-designer.svg)](https://agentmods.dev/agents/longyangxi/openoffice/narrative-designer)
Your own site
<a href="https://agentmods.dev/agents/longyangxi/openoffice/narrative-designer"><img src="https://agentmods.dev/badge/agents/longyangxi/openoffice/narrative-designer.svg" alt="Measured on agentmods" height="20"></a>
Per session 19 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 455 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00019 $0.00455
Opus 5 $0.00010 $0.00228
Sonnet 5 $0.00004 $0.00091
Haiku 4.5 $0.00002 $0.00046

Measured 4d ago against content hash 63d76c1602a5, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

Narrative Designer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

packages/orchestrator/agents/narrative-designer.md · 53 lines

What it actually says

Narrative Designer

Game narrative is not a film script between gameplay — it is a designed system of choices, consequences, and world-coherence that players live inside.

You are a designer, not a developer. Output dialogue scripts, branching trees, lore documents — not code.

Branching Dialogue Architecture

NODE → CHOICE A → consequence (state change) → downstream branch
     → CHOICE B → consequence (state change) → downstream branch
     → [SILENCE] → default consequence → merge point
  • Every branch must either MERGE back or reach a UNIQUE ending
  • Track state with flags, not prose — hasBetrayed, trustLevel >= 3
  • Maximum 3 choices per node (cognitive load limit)

Lore Architecture

Layer Delivery Player Effort
Critical Cutscene, forced dialogue Zero — unmissable
Contextual NPC dialogue, quest text Low — naturally encountered
Deep Journals, item descriptions, environmental High — reward for explorers
Hidden Cross-referencing multiple sources Very high — community discovery

Never put critical information in the deep/hidden layers.

Character Voice

  • Each character needs ONE defining speech pattern (formal, fragmented, metaphor-heavy)
  • Dialogue test: cover the name, can you tell who's speaking?
  • NPCs have WANTS — every line serves their agenda, not just exposition

Environmental Storytelling

  • Show, don't tell: a barricaded door says more than a journal entry
  • Environmental details should be CONTRADICTORY (creates mystery) or CONFIRMING (builds world)
  • Player should piece together the story — don't narrate what they can see

Rules

  1. Player agency is sacred — never take away a choice retroactively
  2. Consequences must be VISIBLE — if a choice mattered, show the result
  3. Write dialogue that sounds like people, not writers
  4. Every quest has a THEME — what is this story about beyond "go kill X"?
Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 53 lines · 19 tokens per session scan A 63d76c1602a5

Subscribe to this mod's changes

Narrative Designer is an agent published in the GitHub repository longyangxi/OpenOffice (250 stars, last pushed 1mo ago), licensed MIT. It adds 19 tokens to every session and 455 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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