game-storytelling

game-storytelling is a skill for Claude Code, Codex from ericrisco/rsc-harness. It costs 82 tokens per session (3,337 once invoked), scanned A, original, MIT.

A guide to designing game stories as systems of premises, choices, dialogue, quests, branches, and world details. It focuses on how the player's actions change the narrative rather than on engine-specific implementation.

In plain words
What is it for?
Use it to define story themes, branching structures, dialogue states, quests, meaningful choices, and environmental storytelling beats.
Why use it?
It helps keep story choices meaningful and consistent with gameplay. It also clarifies the boundary between narrative design, game mechanics, and level layout.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Codex.

Good fit Use it to define story themes, branching structures, dialogue states, quests, meaningful choices, and environmental storytelling beats.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ericrisco/rsc-harness/game-storytelling
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 ericrisco/rsc-harness --skill game-storytelling
Clone the repo
git clone --depth 1 https://github.com/ericrisco/rsc-harness

Made for: Claude Code, Codex.

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 game-storytelling

README.md
[![agentmods](https://agentmods.dev/badge/skills/ericrisco/rsc-harness/game-storytelling/github.svg)](https://agentmods.dev/skills/ericrisco/rsc-harness/game-storytelling)
Your own site
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/game-storytelling"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/game-storytelling/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 game-storytelling

Your own site · 80×15
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/game-storytelling"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/game-storytelling.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 82 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,337 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 5.1 $0.00082 $0.03337
Opus 5 $0.00041 $0.01669
Sonnet 5 $0.00016 $0.00667
Haiku 4.5 $0.00008 $0.00334

Measured 7d ago against content hash 37b3824c7eae, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

game-storytelling 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 7d 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.

skills/game-storytelling/SKILL.md · 135 lines

How it starts

The opening of the file, as written. The whole thing — 135 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Storytelling — Narrative Design (engine-agnostic)

Design the story as a system the player operates, not a script they watch. This skill owns the narrative graph — premise, pillars, branches, choices, dialogue state, quests, and the storytelling embedded in the world.

You produce design artifacts: a premise/theme/pillars doc, a branch topology, a state/flag table, dialogue in a portable format (Ink/Yarn/Twee/articy), quest specs, and environmental beats. Story is a system in service of play; when you catch yourself designing a great scene the mechanics can't honor, reconcile it (see Ludonarrative harmony) rather than ship the dissonance.

Boundaries: game-design owns what the player does — core loop, verbs, systems, progression, economy, difficulty, balance — and the story serves those verbs; call it when resolving dissonance needs a mechanic change, or when designing the conditions for systemic/emergent story. level-design owns spatial layout, encounter placement, sightlines, blockout and the pacing of a space — the space environmental storytelling lives inside; co-own the set-dressing. godot / unity / unreal implement the dialogue runner, quest state, save-serialization of story state, and the Ink/Yarn/articy plugin glue — author portable, they wire it. marketing owns the store page, premise pitch and trailer copy (external-facing, not in-game narrative). Prose fiction, a screenplay, or a novel with no interactive/branching structure is general writing, not this skill.

Premise, theme, and pillars (do this first)

Nail these before a single branch or line of dialogue. They are the constraint that keeps a branching story from sprawling into incoherence.

  1. Premise — one sentence: who, in what world, wants what, against what. If it doesn't fit in a sentence, the story isn't decided yet.
  2. Theme — the question the game argues about (loyalty vs. survival, cost of power). Theme is the filter for every choice; a choice that doesn't press on it is decoration.
  3. Narrative pillars — 3–5 non-negotiables the story must always deliver (e.g. "every companion can die," "the player is never the chosen one"). Pillars kill scope arguments later.
  4. Tone & POV — register (grim, wry, mythic), narrative distance (silent, voiced, ensemble), tense/person for text.
  5. Story-in-service-of-play — write pillars so they are expressed through the verbs the player already has. If the theme is "trust is earned," the game needs a trust mechanic, not a paragraph asserting it.

Read the full file on GitHub · 135 lines

Files

What ships with it

5 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.

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. 7d ago First seen · 135 lines · 82 tokens per session scan A 37b3824c7eae

Subscribe to this mod's changes

game-storytelling is a skill published in the GitHub repository ericrisco/rsc-harness (81 stars, last pushed today), licensed MIT. It adds 82 tokens to every session and 3,337 once invoked, about $0.0004 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 2026-09-03.

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