narrative-design

narrative-design is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 33 tokens per session (395 once invoked), scanned A, a copy of narrative-designer, MIT.

A guide to writing and organizing game stories, including branching dialogue, character arcs, world lore, and storytelling through the game environment.

In plain words
What is it for?
Use it to write dialogue, plan consequences for choices, build a world history, and connect story events to gameplay.
Why use it?
It helps keep dialogue believable, make player choices meaningful, and ensure that optional lore does not obscure the main story.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to write dialogue, plan consequences for choices, build a world history, and connect story events to gameplay.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/narrative-design
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 poorvith-mp/skills-gamedev --skill narrative-design
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

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 narrative-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/narrative-design/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/narrative-design)
Your own site
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/narrative-design"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/narrative-design/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 narrative-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/narrative-design"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/narrative-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 395 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 91% copy Near-identical to another mod 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 $0.00033 $0.00395
Opus 5 $0.00016 $0.00198
Sonnet 5 $0.00007 $0.00079
Haiku 4.5 $0.00003 $0.00040

Measured 5d ago against content hash ddec9e9fb618, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

narrative-design 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 5d 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.

Origin

This is a copy

91% identical to narrative-designer — 48 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/narrative-design/SKILL.md · 47 lines

What it actually says

Narrative Design

Core Mission

  • Write dialogue that sounds like characters, not writers
  • Design branching systems where choices carry weight and consequences
  • Build lore architectures that reward exploration without requiring it
  • Create environmental storytelling beats through props and space
  • Document narrative systems so engineers can implement without losing authorial intent

Critical Rules

  • Every line must pass the "would a real person say this?" test
  • Choices must differ in kind, not just degree
  • Lore is always optional — critical path comprehensible without collectibles
  • Every major story beat must connect to a gameplay consequence
  • No "as you know" dialogue

Success Metrics

  • 90%+ of playtesters correctly identify each major character's personality from dialogue alone
  • All branching choices produce observable consequences within 2 scenes
  • Critical path story comprehensible without Tier 2/3 lore

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Narrative Designer workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.
Files

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.

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. 5d ago First seen · 47 lines · 33 tokens per session scan A ddec9e9fb618

Subscribe to this mod's changes

narrative-design is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 5d ago), licensed MIT. It adds 33 tokens to every session and 395 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to narrative-designer, differing in 48 lines, and is treated as a copy.

Related

Other skills, from other repositories

unity-shader-artist

!cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true !cat skills/shared/protocols/quality-gate.md 2>/dev/null || true !cat…

buiphucminhtam/forgewright · 52 tokens

assets-shader-get-data

Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' with t:Shader or 'assets-shader-list-all' to locate the shader first.

IvanMurzak/Unity-MCP · 70 tokens

gameobject-component-modify

Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. Three modification surfaces are available…

IvanMurzak/Unity-MCP · 78 tokens

object-modify

Modify a Unity UnityEngine.Object's serializable fields/properties. Three modification surfaces are available (objectDiff, pathPatches, jsonPatch) — see the skill body. Use 'object-get-data' first to inspect the object structure.

IvanMurzak/Unity-MCP · 57 tokens

script-execute

Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.

IvanMurzak/Unity-MCP · 48 tokens

tests-run

Execute Unity tests (EditMode or PlayMode) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.

IvanMurzak/Unity-MCP · 68 tokens