game-narrative-tools

game-narrative-tools is a skill for Claude Code, Codex from Lagunaswift/GameDevelopmentAudit. It costs 133 tokens per session (1,251 once invoked), scanned A, original, MIT.

A toolkit for solving game storytelling problems across dialogue, world details, scripted events, player choices, and stories that emerge from gameplay systems. It helps choose how much control the author keeps versus how much the player shapes.

In plain words
What is it for?
Use it to plan story structure, dialogue systems, environmental storytelling, procedural or AI-generated narratives, player agency, pacing, and narrative code.
Why use it?
It helps when the story, gameplay, pacing, or player freedom do not fit the same storytelling method.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to plan story structure, dialogue systems, environmental storytelling, procedural or AI-generated narratives, player agency, pacing, and narrative code.

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Install with agentmods
npx agentmods add skills/lagunaswift/gamedevelopmentaudit/game-narrative-tools
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 Lagunaswift/GameDevelopmentAudit --skill game-narrative-tools
Clone the repo
git clone --depth 1 https://github.com/Lagunaswift/GameDevelopmentAudit

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-narrative-tools

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/game-narrative-tools"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-narrative-tools.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 133 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,251 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 $0.00133 $0.01251
Opus 5 $0.00067 $0.00626
Sonnet 5 $0.00027 $0.00250
Haiku 4.5 $0.00013 $0.00125

Measured 10d ago against content hash 9089a21dd652, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

game-narrative-tools 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 10d 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-narrative-tools/SKILL.md · 49 lines

How it starts

The opening of the file, as written. The whole thing — 49 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Narrative Tools

Game stories are built with a toolkit, and each tool trades authored control against player interactivity. Most narrative problems come from using a high-control tool where the design needs interactivity, or vice versa. This skill picks tools, designs emergent-story systems, and audits narrative code.

Core concepts

The tool spectrum. Scripted story (cutscenes, fixed dialogue) gives full authorial control and zero interactivity. Soft scripting arranges a space and its triggers so events reliably unfold during play while the player keeps control. World narrative embeds story in the environment itself: architecture, wreckage, item placement, documents; the player reads the past out of the present at their own pace. Emergent story arises from mechanics interacting; nobody authored it. Strong games mix tools deliberately per beat rather than defaulting to one.

Apophenia powers emergent story. Players project minds, motives, and drama onto anything that behaves with minimal consistency. An emergent-story system does not need to simulate people; it needs to give the player's pattern-hungry mind enough hooks. The design levers: labeling (names, portraits, traits that seed projection), abstraction (less visual fidelity leaves more room for imagination), and recordkeeping (kill feeds, histories, chronicles that fix fleeting events into narratable form). Sportscaster-style systems that surface and dramatise what the simulation did convert invisible mechanics into story.

Agency has known failure modes. The player-character motivation gap: the character has story reasons the player does not share, so the player ignores the plot or the plot rails the player. The human interaction problem: scripted NPCs cannot converse freely, so designs must route around open dialogue (constrained verbs, menus, or, in AI-driven games, generation with hard guardrails). Choices that change nothing teach players to stop reading.

Coherence beats volume. A world narrative works when its details agree with each other and with the mechanics. One contradiction (a starving settlement with overflowing granaries in the art pass) costs more belief than ten missing details.

Read the full file on GitHub · 49 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. 10d ago First seen · 49 lines · 133 tokens per session scan A 9089a21dd652

Subscribe to this mod's changes

game-narrative-tools is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 133 tokens to every session and 1,251 once invoked, about $0.0007 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 2026-08-31.

Related

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