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 rpg-systemsgit 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/rpg-systems)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/rpg-systems"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/rpg-systems/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/rpg-systems"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/rpg-systems.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 | $0.00188 | $0.00927 |
| Opus 5 | $0.00094 | $0.00464 |
| Sonnet 5 | $0.00038 | $0.00185 |
| Haiku 4.5 | $0.00019 | $0.00093 |
Grade A, and why
rpg-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 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 — 39 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG Systems
The three interlocking number-systems that make an RPG feel like growth: progression (you get stronger), economy (you accumulate and spend), and loot (you find things worth finding). They fail together — level-scaling guts progression and devalues loot; a broken market guts the reward loop and the economy — so design and audit them as a triad.
When to use this
- Designing progression: leveling, skill/attribute systems, classless vs. class, level scaling vs. zone gating
- Designing or balancing an economy: currencies, faucets/sinks, crafting materials, anti-hoarding
- Designing loot: rarity ladders, drop rates, legendary/unique identity, smart-loot biasing
- Diagnosing: "leveling feels pointless", "bandits in Daedric armor", "players never spend", "all legendaries are stat-sticks", "drowning in vendor trash"
Scope
This skill owns the RPG number-systems triad. Adjacent concerns live in sibling skills, cross-linked from the guide:
- The "interesting decision" test, flow, reward schedules →
game-design-fundamentals - How loot/combat feels (impact, telegraphing, the rarity-effect ladder for finishers) →
combat-design - The single-save consequence model & meta-progression →
permadeath-and-lethality - Spatial gating, where a zone sits in the world →
open-world-design - Generating items/economy content within these constraints, and gating it →
procedural-generation,procgen-review - Systems that interact to produce emergence (currency-as-material chains) →
systemic-emergent-design
How the pieces fit
GUIDE.md— the cited why, in three sub-domains: progression (price advancement, don't scale the world), economy (faucets/sinks, desirable sinks, anti-hoarding under scarcity), and loot (rarity baseline, build-defining affixes, procedural breadth vs. hand-authored identity). Each rule carries an exemplar, source, test-for criterion, named failure mode, and the procedural/headless implication.CHECKLIST.md— Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain, written to be enforced as automated gates in a generation loop.
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.
- 9d ago First seen · 39 lines · 188 tokens per session scan A b95e2773f588
rpg-systems is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 188 tokens to every session and 927 once invoked, about $0.0009 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.
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