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 | $0.00064 | $0.00342 |
| Sonnet 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 11d 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.
- 11d 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 (28 stars, last pushed 2mo ago), licensed MIT. It adds 128 tokens to every session and 683 once invoked, about $0.0006 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 2026-08-30.
Other skills, from other repositories
consistency-check
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach — reads registry then targets only conflicting GDD sections rather than full document reads.
ecto-n1-check
Detect N+1 query anti-patterns specifically — Repo calls inside Enum/for loops, missing preloads on associations. Use when N+1 is explicitly suspected, NOT for unrelated Ecto questions or wider database performance.
ecto-constraint-debug
Debug Ecto constraint violations - trace triggers, check migrations, find duplicate data. Use when seeing uniqueconstraint, foreignkeyconstraint, or checkconstraint errors.
constraint-debug
Compatibility alias for the Elixir/Phoenix plugin's Ecto constraint debugger. Invoke explicitly with /ecto:constraint-debug.
n1-check
Compatibility alias for the Elixir/Phoenix plugin's N+1 query checker. Invoke explicitly with /ecto:n1-check.
swallowtail
Use the complete Godot development loop from the swallowtail CLI: discover the live engine API, build and edit in the open editor, run and play the game, observe state, debug failures, fix them in place, and verify the result. Use when the task involves creating or modifying a Godot project, testing game behavior…