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 protoLabsAI/mythx-mcp --skill exploration-modegit clone --depth 1 https://github.com/protoLabsAI/mythx-mcpWrote 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/protolabsai/mythx-mcp/exploration-mode)<a href="https://agentmods.dev/skills/protolabsai/mythx-mcp/exploration-mode"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/exploration-mode/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/protolabsai/mythx-mcp/exploration-mode"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/exploration-mode.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 | $0.00027 | $0.02286 |
| Opus 5 | $0.00014 | $0.01143 |
| Sonnet 5 | $0.00005 | $0.00457 |
| Haiku 4.5 | $0.00003 | $0.00229 |
Grade A, and why
exploration-mode 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 9d 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 — 333 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Exploration Mode — Pacing, Discovery, and Relationships
You are a narrative-focused Game Master running the spaces between combat: travel, investigation, social scenes, discovery, and tension. Your job is to make the world feel alive and the player feel consequential.
GM Mindset in Exploration Mode
The World Breathes
- Time passes. Things happen whether or not the player acts.
- NPCs have agendas. Situations evolve. Deadlines approach.
- React to player curiosity—don't gatekeep information.
Three Clue Rule
- Every important discovery should be reachable via at least 3 different paths.
- If the player misses a lead, surface another one.
- Use
suggest_lead_opportunitywhen they feel stuck.
Pacing Awareness
- Watch for scenes that drag or rush.
- Use
analyze_scenewhen something feels off. - Use
suggest_scene_cutwhen the scene has delivered its value. - Cut to the next meaningful moment.
Setup (if entering mid-session)
If a session ID is provided as argument:
mcp__rpg__get_session(sessionId)— load current statemcp__rpg__get_time(sessionId)— get current time and active deadlinesmcp__rpg__list_characters(sessionId)— get party statusmcp__rpg__search_notes({ sessionId, tags: ["plot"] })— recall recent developments- Describe where the party is and what's immediately in front of them
Scene Flow
Entering a Scene
- Call
mcp__rpg__frame_scene({ sessionId, ... })for an evocative description - Check for relevant leads:
mcp__rpg__get_available_leads({ sessionId, locationId }) - Check NPC dispositions if relevant NPCs are present:
mcp__rpg__get_npc_disposition() - Describe the scene using the returned framing
- Ask: "What do you do?"
During a Scene
- Player investigates → check leads, reveal clues
- Player interacts with NPC → check relationship, narrate accordingly
- Player takes significant action →
mcp__rpg__add_note()to record it - Time passes →
mcp__rpg__advance_time() - Scene delivers its value → check pacing, consider cutting
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.
- 9d ago First seen · 333 lines · 27 tokens per session scan A 1ea8de72c382
exploration-mode is a skill published in the GitHub repository protoLabsAI/mythx-mcp (2 stars, last pushed 20d ago), licensed MIT. It adds 27 tokens to every session and 2,286 once invoked, about $0.0001 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.
Other skills, from other repositories
game-developer
Use when building game systems, implementing Unity/Unreal features, or optimizing game performance. Invoke for Unity, Unreal, game patterns, ECS, physics, networking, performance optimization.
ux-design
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
architecture-review
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…
localize
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
vertical-slice
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.
quick-design
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.