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.
npx skills add alfredxw/denova --skill game-craftgit clone --depth 1 https://github.com/alfredxw/denovaWrote 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.
[](https://agentmods.dev/skills/alfredxw/denova/game-craft)<a href="https://agentmods.dev/skills/alfredxw/denova/game-craft"><img src="https://agentmods.dev/badge/skills/alfredxw/denova/game-craft/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/alfredxw/denova/game-craft"><img src="https://agentmods.dev/badge/skills/alfredxw/denova/game-craft.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00092 | $0.03119 |
| Opus 5.5 | $0.00037 | $0.01248 |
| Sonnet 5.5 | $0.00018 | $0.00624 |
| Haiku 4.5 | $0.00009 | $0.00312 |
Grade A, and why
game-craft 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 today.
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.
How it starts
The opening of the file, as written. The whole thing — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.
互动游戏创作
把游戏设计判断落成作者能直接使用的交付物。原则用于取舍,不用于逐项打分;作者的题材、玩法、预期体验和已确认设定优先。
本技能是创作判断层,只补充判断、模板和诊断,不决定执行流程。游戏前期设计、资料库、状态/规则/规划模板和开局文本开始前加载;读取工作区、写入资料、提交配置、跑回合和状态同步仍按当前流程和本次授权执行。本技能第一版面向创作 Agent,不替代 Game Agent 的回合协议;游戏引擎或插件开发不属于本技能,使用 extension-development。
开工前先确认三件事
- 玩家是谁、来做什么、为什么留下:玩家扮演谁?反复做什么?什么让他愿意再来一回合?
- 哪些是已确认事实,哪些只是可能:canon、当前状态、未来计划分别是什么?哪些必须留给玩家决定?
- 这一局要记住什么:哪些必须跨回合稳定?哪些只是即兴?如果只保留三个状态值,是哪三个?
六条核心判断
| 原则 | 操作问题 | 常见失效 |
|---|---|---|
| 让玩家做有代价的选择 | 每个选项失去什么、得到什么、改变了谁? | 选项只有措辞不同 |
| 让世界在玩家之外运转 | 玩家不动时,谁按什么计划行动? | NPC 原地等待,世界静止 |
| 让后果改变局势 | 成功/失败后,位置、资源、关系、信息变了什么? | 判定完回到原状 |
| 让规则制造取舍 | 这条规则让哪种做法更划算? | 为一切掷骰,或掷骰不改变选择 |
| 让资料可玩 | 这条设定能引发什么行动、冲突或代价? | 百科式设定,玩家无法使用 |
| 让状态与计划只保留会影响下一步的部分 | 这个值下次何时被读取?这个计划玩家偏航后还能用吗? | 面板越做越大,计划变成剧本 |
网文向游戏还要额外检查:成长是否可感、爽点是否有铺垫、金手指是否有代价、世界是否有阶梯、日常是否有钩子。经典网文的结构是参照,不是必须凑齐的清单;先确认玩家体验,再决定借用哪些。成长、爽点、资源、世界阶梯、题材 lens 见 web-novel-patterns.md。
三层账本 + 两个契约
| 层 | 是否必须 | 回答的问题 | 放什么 | 不放什么 |
|---|---|---|---|---|
| 资料库(Lore) | 必须 | 世界长期成立的事实是什么?谁能做什么?代价是什么? | 人物、地点、势力、物品、世界规则、历史、秘密的真相 | 当前伤势/位置/临时目标、未来剧情、玩家未确认的猜测 |
| 状态系统(State) | 可选 | 这一局现在怎样?什么会变?玩家能看到什么? | 位置、时间、资源、关系、时钟、旗标、已知信息、伤势 | 完整人物小传、稳定设定、未来计划 |
| 游戏规划(Planning) | 可选 | 接下来可能怎样?谁在行动?何时揭示? | 长线方向、阶段、NPC 议程、线索/回收、候选情境、分支可能 | 已完成回合、精确状态值、强制玩家选择 |
| 规则与判定(Rules) | 可选 | 不确定性如何变成后果? | 触发条件、赌注、难度依据、结果带、失败推进、状态绑定 | 世界 canon、人物小传、文风要求 |
| 开局与呈现(Opening / Presentation) | 必须 | 玩家如何进入?第一眼看到什么?每回合如何获得反馈? | 开场情境、第一个选择、文风、长度、视角、内容边界、状态展示 | 大段设定说明、未来剧情、第二个状态系统 |
两个契约:
- 规则契约:世界法则放 Lore,判定规则放 Rule System,叙述规则放 Narrative Style。不要用世界法则代替判定,也不要把判定写进设定。
- 信息契约:真相放 Lore,玩家已知放 State,揭示时机放 Planning。不要把玩家、角色和导演的知识边界混在一起;也不要把导演真相塞进状态账本。
场景路由
根据作者的任务选择对应参考,只读相关文档;跨场景时再补读。这些是同一技能的参考文档,无须调用其他技能或依次完成所有场景。
参考位置:skill://game-craft/references/world-and-cast.md、skill://game-craft/references/character-personality.md、skill://game-craft/references/state-and-rules.md、skill://game-craft/references/planning-and-scenes.md、skill://game-craft/references/opening-and-diagnosis.md、skill://game-craft/references/web-novel-patterns.md。
What ships with it
6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- today First seen · 127 lines · 92 tokens per session scan A 81f6f998e043
game-craft is a skill published in the GitHub repository alfredxw/denova (961 stars, last pushed today), licensed Apache-2.0. It adds 92 tokens to every session and 3,119 once invoked, about $0.0004 per session on Opus 5.5. 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 2026-10-22.
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