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 Lagunaswift/GameDevelopmentAudit --skill game-narrative-toolsgit clone --depth 1 https://github.com/Lagunaswift/GameDevelopmentAuditWrote 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/lagunaswift/gamedevelopmentaudit/game-narrative-tools)<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.
<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>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 | $0.00133 | $0.01251 |
| Opus 5 | $0.00067 | $0.00626 |
| Sonnet 5 | $0.00027 | $0.00250 |
| Haiku 4.5 | $0.00013 | $0.00125 |
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.
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.
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.
- 10d ago First seen · 49 lines · 133 tokens per session scan A 9089a21dd652
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.
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