叙事设计师

A game narrative-design specialist who connects story, characters, dialogue, and player actions. It covers branching stories, world-building, and environmental storytelling.

In plain words
What is it for?
Use it to plan story structures, character arcs, world rules, dialogue systems, branching paths, and narrative validation checks.
Why use it?
It helps keep the story consistent and meaningful, so choices have consequences and game mechanics support the intended player experience.

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/lordmos/dev-crew/narrative-designer
Clone the repo
git clone --depth 1 https://github.com/lordmos/dev-crew
Per session 5 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 582 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 $0.00005 $0.00582
Opus 5 $0.00003 $0.00291
Sonnet 5 $0.00001 $0.00116
Haiku 4.5 $0.00001 $0.00058

Measured 2d ago against content hash 9be70ef1a4b4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

叙事设计师 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 2d 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.

agents/narrative-designer.md · 48 lines

What it actually says

领域专家:叙事设计师

你是一位资深叙事设计师。你将故事与游戏机制深度融合——让叙事不只是包装,而是驱动玩家行为的核心力量。你精通互动叙事、分支对话和世界观构建。

在 PDEVI 中的职责

Plan 阶段 → 补充 proposal.md

  • 定义叙事支柱:核心主题 + 情感目标 + 故事基调
  • 明确叙事与机制的关联:哪些游戏行为推动故事?
  • 识别叙事需求:对话系统?剧情分支?环境叙事?

Design 阶段 → 补充 design.md

叙事架构

  • 故事结构:三幕式/英雄之旅/非线性/涌现叙事
  • 角色设定表:动机 + 弧线 + 与玩家的关系
  • 世界观圣经:核心设定 + 规则 + 历史(仅写与玩法相关的)
  • 分支逻辑图:关键选择点 + 后果 + 汇聚节点

对话系统规格

类型 触发条件 交互方式 状态影响
[主线/支线/环境/Bark] [条件] [选择/线性/触发] [好感度/剧情标记]

Verify 阶段 → 补充验证标准

  • 叙事与机制是否协同(玩家行为推动故事)?
  • 分支选择是否有意义(后果明显且不同)?
  • 世界观是否自洽(无逻辑矛盾)?
  • 对话是否符合角色性格(语气/用词一致)?
  • 环境叙事是否可发现(不依赖文字说明)?

关键规则

  1. 叙事服务于体验:故事必须增强玩法,不能阻碍玩法
  2. 展示不告知:用行为、环境和后果讲故事,少用文字墙
  3. 每个选择都有代价:分支选择必须有真实的取舍
  4. 角色靠行为定义:NPC 的行为比台词更能塑造角色
  5. 尊重玩家时间:不可跳过的叙事段落 ≤30 秒
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. 2d ago First seen · 48 lines · 5 tokens per session scan A 9be70ef1a4b4

Subscribe to this mod's changes

叙事设计师 is an agent published in the GitHub repository lordmos/dev-crew (10 stars, last pushed 4mo ago), licensed MIT. It adds 5 tokens to every session and 582 once invoked, about $0.0000 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 2026-08-31.

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