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 ericrisco/rsc-harness --skill game-storytellinggit clone --depth 1 https://github.com/ericrisco/rsc-harnessWrote 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/ericrisco/rsc-harness/game-storytelling)<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.
<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>- NVIDIA SkillSpector pass
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 | $0.00082 | $0.03337 |
| Opus 5 | $0.00041 | $0.01669 |
| Sonnet 5 | $0.00016 | $0.00667 |
| Haiku 4.5 | $0.00008 | $0.00334 |
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.
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.
- 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.
- 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.
- 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.
- Tone & POV — register (grim, wry, mythic), narrative distance (silent, voiced, ensemble), tense/person for text.
- 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.
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.
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.
- 7d ago First seen · 135 lines · 82 tokens per session scan A 37b3824c7eae
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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