team-narrative

team-narrative is a skill for Claude Code from bullish0x/GameStudio. It costs 41 tokens per session (1,625 once invoked), scanned A, a copy of team-narrative, MIT.

A coordinated team of specialist agents for creating game stories, world lore, dialogue, and narrative-focused level design.

In plain words
What is it for?
Use it for scenes, character or faction introductions, tutorials, boss cutscenes, world-building, and other story content.
Why use it?
It keeps different parts of a game's narrative consistent and guides the work through review points where you approve proposals.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the AskUserQuestion tool; installed under .agents/ (shared by several agents).

Good fit Use it for scenes, character or faction introductions, tutorials, boss cutscenes, world-building, and other story content.

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Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/team-narrative
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.

Any agent
npx skills add bullish0x/GameStudio --skill team-narrative
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

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 team-narrative

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-narrative/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/team-narrative)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/team-narrative"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-narrative/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.

agentmods 80×15 button for team-narrative

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/team-narrative"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-narrative.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,625 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 98% copy Near-identical to another mod 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 5.1 $0.00041 $0.01625
Opus 5 $0.00020 $0.00813
Sonnet 5 $0.00008 $0.00325
Haiku 4.5 $0.00004 $0.00162

Measured 6d ago against content hash 5015cbbbab74, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

team-narrative 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 6d 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.

Origin

This is a copy

98% identical to team-narrative — 1 line differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/team-narrative/SKILL.md · 126 lines

How it starts

The opening of the file, as written. The whole thing — 126 lines — stays where its author put it; the contents beside it link to each section on GitHub.

If no argument is provided, output usage guidance and exit without spawning any agents:

Usage: /team-narrative [narrative content description] — describe the story content, scene, or narrative area to work on (e.g., boss encounter cutscene, faction intro dialogue, tutorial narrative). Do not use AskUserQuestion here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the narrative team through a structured pipeline.

Decision Points: At each phase transition, use AskUserQuestion to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next phase.

Phase 0: Resolve Review Mode

  1. If --review [mode] was passed as an argument, use that mode.
  2. Else read production/review-mode.txt — use whatever is written there.
  3. Else default to lean.

Modes:

  • full — spawn all director and lead gates as described
  • lean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
  • solo — skip all director gate spawning entirely; run the skill without any agent gates

Store the resolved mode for use in all subsequent phases.

Team Composition

  • narrative-director — Story arcs, character design, dialogue strategy, narrative vision
  • writer — Dialogue writing, lore entries, item descriptions, in-game text
  • world-builder — World rules, faction design, history, geography, environmental storytelling
  • art-director — Character visual design, environmental visual storytelling, cutscene/cinematic tone
  • level-designer — Level layouts that serve the narrative, pacing, environmental storytelling beats
  • localization-lead — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gaps

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: narrative-director — Story arcs, character design, narrative vision
  • subagent_type: writer — Dialogue writing, lore entries, in-game text
  • subagent_type: world-builder — World rules, faction design, history, geography
  • subagent_type: art-director — Character visual profiles, environmental visual storytelling, cinematic tone
  • subagent_type: level-designer — Level layouts that serve the narrative, pacing
  • subagent_type: localization-lead — Localization readiness — flags non-localizable strings, cultural assumptions, and i18n gaps

Read the full file on GitHub · 126 lines

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. 6d ago First seen · 126 lines · 41 tokens per session scan A 5015cbbbab74

Subscribe to this mod's changes

team-narrative is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 2mo ago), licensed MIT. It adds 41 tokens to every session and 1,625 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to team-narrative, differing in 1 line, and is treated as a copy.

Related

Other skills, from other repositories