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 rondorkerin/gamestack --skill narrative-and-quest-designgit clone --depth 1 https://github.com/rondorkerin/gamestackWrote 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/rondorkerin/gamestack/narrative-and-quest-design)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/narrative-and-quest-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/narrative-and-quest-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.
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/narrative-and-quest-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/narrative-and-quest-design.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 | $0.00128 | $0.00683 |
| Opus 5.5 | $0.00051 | $0.00273 |
| Sonnet 5.5 | $0.00026 | $0.00137 |
| Haiku 4.5 | $0.00013 | $0.00068 |
Grade A, and why
narrative-and-quest-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 1mo 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 — 40 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Narrative & Quest Design
How to build quests that react to the player and factions that force real allegiance choices — and how to do it on a generation budget without quests collapsing into filler. The spine here is a reactivity substrate (a facts database) that both hand-authored and AI-generated quests read and write.
When to use this
- Designing a quest, a quest line, or the quest-generation system
- Building the reactivity layer (state tracking, branching, consequences)
- Deciding what to hand-author vs. generate (radiant/procedural quests)
- Designing factions with competing goals and exclusive membership
- Diagnosing filler quests or a world that doesn't acknowledge player actions
Scope
This skill owns quests, reactivity, and factions. Adjacent concerns live in siblings:
- The space quests sit in →
open-world-design - How to generate content + the sameness problem →
procedural-generation,procgen-review - Keeping generated quest text coherent in voice/lore →
ai-authored-content-coherence - Lore the quests carry →
worldbuilding-and-lore - Progression/economy rewards →
rpg-systems - General "interesting decisions" theory →
game-design-fundamentals
How the pieces fit
GUIDE.md— the why, with exemplars and citations. §1–2 (the facts-database reactivity substrate) are verification-confirmed. The headline design doctrines (no-fetch-quest, radiant-as-supplement, faction dilemmas) are sourced but unverified — see the verification banner.CHECKLIST.md— the what to do: Do/Don't plus "Test for" criteria for a quest, a generator, or a faction set.
The one idea to anchor on
Reactivity reduces to a testable condition over named facts. Every branch, consequence, and faction state should be a boolean check against a single canonical fact store — that is the literal mechanism The Witcher 3 shipped, and it is what lets a headless agent author and generate quests over one world-state representation.
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.
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.
- 1mo ago First seen · 40 lines · 128 tokens per session scan A 914446a5980c
narrative-and-quest-design is a skill published in the GitHub repository rondorkerin/gamestack (31 stars, last pushed 3mo ago), licensed MIT. It adds 128 tokens to every session and 683 once invoked, about $0.0005 per session on Opus 5.5. 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 2026-08-30.
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