gm-session-prep

gm-session-prep is a skill for Claude Code, Codex from kostadis/CampaignGenerator. It costs 150 tokens per session (3,551 once invoked), scanned A, original, MIT.

A preparation workflow for a game master, the person who guides a tabletop role-playing game session. It creates a working document with the session goal, likely path, branches, scenes, and expected player questions.

In plain words
What is it for?
Use it to prepare the next session, think through a possible event, or get help running a campaign session.
Why use it?
It gives the game master a plan to read during preparation and play instead of having to organise every possibility from scratch. It is designed for named campaign folders.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions CLAUDE.md; names the AskUserQuestion tool.

Good fit Use it to prepare the next session, think through a possible event, or get help running a campaign session.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kostadis/campaigngenerator/gm-session-prep-pointer
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 kostadis/CampaignGenerator --skill gm-session-prep-pointer
Clone the repo
git clone --depth 1 https://github.com/kostadis/CampaignGenerator

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 gm-session-prep

README.md
[![agentmods](https://agentmods.dev/badge/skills/kostadis/campaigngenerator/gm-session-prep-pointer/github.svg)](https://agentmods.dev/skills/kostadis/campaigngenerator/gm-session-prep-pointer)
Your own site
<a href="https://agentmods.dev/skills/kostadis/campaigngenerator/gm-session-prep-pointer"><img src="https://agentmods.dev/badge/skills/kostadis/campaigngenerator/gm-session-prep-pointer/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 gm-session-prep

Your own site · 80×15
<a href="https://agentmods.dev/skills/kostadis/campaigngenerator/gm-session-prep-pointer"><img src="https://agentmods.dev/badge/skills/kostadis/campaigngenerator/gm-session-prep-pointer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 150 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,551 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 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 $0.00150 $0.03551
Opus 5.5 $0.00060 $0.01420
Sonnet 5.5 $0.00030 $0.00710
Haiku 4.5 $0.00015 $0.00355

Measured 11d ago against content hash 0969b44e88cb, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

gm-session-prep 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 11d 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.

experiments/20261007-chunked-state-docs/skills_variant/gm-session-prep-pointer/SKILL.md · 224 lines

How it starts

The opening of the file, as written. The whole thing — 224 lines — stays where its author put it; the contents beside it link to each section on GitHub.

gm-session-prep

The co-GM prep workflow that produced toee/notes/phase3_endgame.md. The output is a working doc the GM reads before and during the session — not narrative prose, not a player handout.

When to invoke

Trigger phrases:

  • "prep the next session"
  • "co-gm me"
  • "help me prep/run the next session"
  • "/gm-session-prep"
  • Any "help me think through what happens when [event]"

Refuse politely if the working directory is not inside one of the campaign subdirs (Phandalin/, out-of-the-abyss/, Hillsfar/, toee/, or a future sibling). The skill is campaign-scoped — see campaigns/CLAUDE.md for the isolation rule.

Inputs to confirm (one at a time, via AskUserQuestion)

Only ask for things you can't infer. If the user already supplied an answer in the invocation, skip that question.

  1. The beat. What does the user want this session to do? One sentence. ("The party arrives in Kelno's quarters", "the cult attacks the wedding", "the merchant prince tests the party's loyalty.")
  2. Genre/tone. Political thriller? Dungeon crawl? Heist? Comedy of errors? Horror? This is the single most useful framing the user can give — it determines pacing, NPC density, and which moves to pull from the style sheet. Default if pressed: "whatever fits the current campaign state."
  3. Player level. Numeric. Affects which threats are existential vs trivial. The user's own recipe was "the players were 15."
  4. Anything else load-bearing the docs won't tell you. E.g., "one player is missing this week", "we're running short — needs to wrap in 90 minutes", "I want to introduce X NPC."

Required context: the state docs are an INDEX, the summaries are the AUTHORITY

Read from the current campaign's docs/ and summaries/. If a path doesn't exist in this campaign, skip it and note the gap rather than failing.

Two tiers of source. The session summaries are the authoritative record of play. Everything else in docs/ that describes campaign state — campaign_state.md, world_state.md, party.md, the NPC dossiers in docs/npcs/, docs/reference/, the timeline — is generated from the summaries and can be stale or wrong. Treat those as an index: they tell you who and what exists, roughly where things stand, and where to look. They are not proof.

Read the full file on GitHub · 224 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. 11d ago First seen · 224 lines · 150 tokens per session scan A 0969b44e88cb

Subscribe to this mod's changes

gm-session-prep is a skill published in the GitHub repository kostadis/CampaignGenerator (5 stars, last pushed 4d ago), licensed MIT. It adds 150 tokens to every session and 3,551 once invoked, about $0.0006 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 2026-10-08.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens

unity-manual-component

Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.

Besty0728/Unity-Skills · 36 tokens