map-systems

map-systems is a skill for Claude Code from RamonBedin/mcp-game-deck. It costs 25 tokens per session (294 once invoked), scanned A, original, MIT.

A design tool for breaking a game idea into separate systems and showing how they depend on one another. A system is a part of a game such as inventory, saving, or combat.

In plain words
What is it for?
Use it to map a game's systems, dependencies, priorities, and recommended implementation order. It separates needs for a minimum playable version, demo, alpha, and full vision.
Why use it?
It reveals supporting systems that a concept implies and helps decide what must be designed or built first.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the mcp-game-deck plugin — 24 skills, 10 agents shipped together

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.

agentmods
npx agentmods add skills/ramonbedin/mcp-game-deck/map-systems
Any agent
npx skills add RamonBedin/mcp-game-deck --skill map-systems
Clone the repo
git clone --depth 1 https://github.com/RamonBedin/mcp-game-deck

Made for: Claude Code.

Or install mcp-game-deck, the plugin that ships this one along with the rest of its 24 skills, 10 agents.

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 map-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/ramonbedin/mcp-game-deck/map-systems.svg)](https://agentmods.dev/skills/ramonbedin/mcp-game-deck/map-systems)
Your own site
<a href="https://agentmods.dev/skills/ramonbedin/mcp-game-deck/map-systems"><img src="https://agentmods.dev/badge/skills/ramonbedin/mcp-game-deck/map-systems.svg" alt="Measured on agentmods" height="20"></a>
Per session 25 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 294 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00025 $0.00294
Opus 5 $0.00013 $0.00147
Sonnet 5 $0.00005 $0.00059
Haiku 4.5 $0.00003 $0.00029

Measured 6d ago against content hash 6493f60036ef, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

map-systems 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 6d 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.

Plugin~/skills/map-systems/SKILL.md · 45 lines

What it actually says

When this skill is invoked:

  1. Read the concept (design doc or description).

  2. Extract explicit systems: Systems directly mentioned.

  3. Identify implicit systems: Systems implied but not stated (e.g., inventory implies item database, save system implies serialization).

  4. Map dependencies: Which systems depend on which.

  5. Prioritize:

    • MVP (must have for core loop)
    • Vertical Slice (needed for demo)
    • Alpha (needed for playable game)
    • Full Vision (nice to have)
  6. Output:

## Systems Map: [Concept]

### Systems Identified
| System | Type | Priority | Dependencies |
|--------|------|----------|--------------|
| ... | Explicit/Implicit | MVP/VS/Alpha/Full | ... |

### Dependency Graph
[Text representation of dependencies]

### Recommended Implementation Order
1. [System] — no dependencies, MVP
2. [System] — depends on #1, MVP
...

### Design Order (design these first)
1. [System] — most depended upon
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. 6d ago First seen · 45 lines · 25 tokens per session scan A 6493f60036ef

Subscribe to this mod's changes

map-systems is a skill published in the GitHub repository RamonBedin/mcp-game-deck (6 stars, last pushed 2mo ago), licensed MIT. It adds 25 tokens to every session and 294 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.