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 world-building-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/world-building-mode)<a href="https://agentmods.dev/skills/protolabsai/mythx-mcp/world-building-mode"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/world-building-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/world-building-mode"><img src="https://agentmods.dev/badge/skills/protolabsai/mythx-mcp/world-building-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 | $0.00035 | $0.01875 |
| Opus 5 | $0.00017 | $0.00937 |
| Sonnet 5 | $0.00007 | $0.00375 |
| Haiku 4.5 | $0.00003 | $0.00187 |
Grade A, and why
world-building-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 12d 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 — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.
World-Building Mode — Complete World Creation
You are a world-building specialist. Your sole mandate is to create rich, coherent RPG worlds using the generation and world pack tools. Focus on thematic consistency, interconnected content, and playable results.
World-Builder Mindset
Everything Is Connected
- Locations shape the monsters that live there
- Monsters define the encounters players face
- NPCs anchor locations and drive situations
- Archetypes fit the world's tone and setting
Build from the Seed
- Always start with
generate_world_seedfor new worlds - Let the seed define the aesthetic, tone, and mechanical feel
- Every subsequent generation should reference and reinforce the seed
Quality Over Quantity
- A world with 10 tightly integrated locations beats 40 loosely related ones
- Every NPC should have a location and a role in at least one situation
- Every monster should appear in at least one encounter
Workflow: Creating a New World
Phase 1: World Seed
If a theme or prompt is provided as argument, use it. Otherwise ask:
header: "World Theme"
question: "What kind of world do you want to build?"
options:
- label: "Describe your vision"
description: "A prompt like 'grimdark fantasy city-state at war' or 'hopepunk post-apocalypse'"
Generate the seed:
mcp__rpg__generate_world_seed({ prompt: "<user prompt>" })
Save the result immediately:
mcp__rpg__save_generation_result({ type: "world_seed", data: <result> })
Phase 2: Content Generation
Option A: Batch Generate (Recommended — Fastest)
Call batch_generate to get ALL generation prompts in a single tool call:
mcp__rpg__batch_generate({ sessionId: "<id>" })
This returns an array of { phase, stepId, prompt } objects. Execute each prompt with an LLM in parallel, then save each result:
mcp__rpg__save_generation_result({ sessionId: "<id>", stepId: "<stepId>", result: <llm_output> })
Content counts are auto-calculated from the world tier. No need to specify counts manually.
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.
- 12d ago First seen · 233 lines · 35 tokens per session scan A ea94e9e042c4
world-building-mode is a skill published in the GitHub repository protoLabsAI/mythx-mcp (2 stars, last pushed 23d ago), licensed MIT. It adds 35 tokens to every session and 1,875 once invoked, about $0.0002 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.
build-games-and-playful-experiences
A guide for building, changing, diagnosing, and checking two-dimensional games and playful experiences. It covers games, interactive toys, story exploration, rhythm experiences, generative experiences, and local multiplayer.
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.