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 jeremylongworth-source/AgentSkills --skill game-social-systems-developmentgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/jeremylongworth-source/agentskills/game-social-systems-development)<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-social-systems-development"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-social-systems-development/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/jeremylongworth-source/agentskills/game-social-systems-development"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-social-systems-development.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 | $0.00089 | $0.00801 |
| Opus 5 | $0.00044 | $0.00400 |
| Sonnet 5 | $0.00018 | $0.00160 |
| Haiku 4.5 | $0.00009 | $0.00080 |
Grade A, and why
game-social-systems-development 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 8d 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 — 59 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Social Systems Development
Core Workflow
- Identify the player audience, age range, platform requirements, social graph, communication channels, privacy expectations, and risk profile.
- Define the social goal: coordinate play, find groups, express identity, trade, compete, mentor, roleplay, spectate, create, or build long-term community.
- Design the safety model with the feature, not after it: consent, privacy, muting, blocking, reporting, moderation, abuse prevention, auditability, and escalation.
- Map the lifecycle: discovery, invite, join, communicate, leave, reconnect, report, moderate, appeal, and recover.
- Choose backend ownership for durable social state: friends, blocks, reports, guild membership, reputation, sanctions, chat logs, presence, and parental settings.
- Verify social flows with edge cases: strangers, minors, blocked users, cross-platform players, offline users, party leadership changes, spam, harassment, and network failure.
Social Feature Priorities
- Chat and voice: provide channel scope, consent rules, moderation hooks, mute/block/report actions, rate limits, logs where policy allows, and accessibility alternatives.
- Friends and presence: expose online state with privacy controls, platform constraints, cross-platform identity mapping, and clear invite permissions.
- Parties and lobbies: define ownership, leadership transfer, ready checks, matchmaking handoff, reconnect behavior, voice channel membership, and failure states.
- Guilds, clans, and groups: define roles, permissions, invitations, moderation powers, audit logs, naming rules, discovery, and inactivity handling.
- Emotes, pings, and nonverbal communication: support coordination without forcing voice/chat, and guard against spam or harassment patterns.
- User-generated content: moderate names, profiles, avatars, custom text, images, maps, posts, screenshots, and shared loadouts.
- Reputation and sanctions: distinguish player-facing reputation, hidden trust scores, enforcement history, temporary limits, suspensions, and appeals.
What ships with it
2 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.
- 8d ago First seen · 59 lines · 89 tokens per session scan A aca3a30f3310
game-social-systems-development is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 9d ago), licensed MIT. It adds 89 tokens to every session and 801 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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