systemic-emergent-design

systemic-emergent-design is a skill for Claude Code from rondorkerin/gamestack. It costs 200 tokens per session (901 once invoked), scanned A, original, MIT.

A game-design method based on a small set of rules that interact and create unexpected results during play.

In plain words
What is it for?
Use it to design and review game rules, player actions, consequences, procedural content, and interactions between systems.
Why use it?
It helps generated or interactive game worlds feel varied and responsive instead of relying on scripted scenes or single-solution obstacles.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to design and review game rules, player actions, consequences, procedural content, and interactions between systems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/rondorkerin/gamestack/systemic-emergent-design
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.

Any agent
npx skills add rondorkerin/gamestack --skill systemic-emergent-design
Clone the repo
git clone --depth 1 https://github.com/rondorkerin/gamestack

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 skills.

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 systemic-emergent-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/systemic-emergent-design/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/systemic-emergent-design)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/systemic-emergent-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/systemic-emergent-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.

agentmods 80×15 button for systemic-emergent-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/systemic-emergent-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/systemic-emergent-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 200 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 901 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 $0.00200 $0.00901
Opus 5 $0.00100 $0.00451
Sonnet 5 $0.00040 $0.00180
Haiku 4.5 $0.00020 $0.00090

Measured 11d ago against content hash 8e6b4d63e066, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

systemic-emergent-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.

plugins/gamestack/skills/systemic-emergent-design/SKILL.md · 40 lines

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.

Systemic-Emergent Design

How to author affordances, not solutions: a small set of consistent, deeply-simulated, interacting rules that produce more meaningful play than any volume of scripted content — and, for a procedural/AI-authored game, the only thing that makes generated content cohere rather than collapse into "10,000 bowls of oatmeal."

When to use this

  • Designing the rule substrate / "chemistry engine" before authoring or generating content
  • Deciding whether to add a system, a verb, or a scripted set-piece
  • Auditing for emergence: are systems actually interacting, or siloed behind scripts?
  • Making procedural generation produce perceptual variety, not just numerical variety
  • Diagnosing: "the world feels inert", "all variety is scripted", "every generated quest is the same", single-solution gates

Scope

This skill owns the emergence-from-interacting-systems discipline. Adjacent concerns live in sibling skills, cross-linked from the guide:

  • The "interesting decision" test and general theory → game-design-fundamentals
  • Perceptual uniqueness, the oatmeal problem, handcrafted-anchor + constrained-fill → procedural-generation, procgen-review
  • Combat verbs, telegraphing, the feel of interactions → combat-design
  • Currencies/items as systemic chains (currency-as-material) → rpg-systems
  • The spatial affordances systems act on → open-world-design
  • Quests that emerge vs. branch → narrative-and-quest-design

How the pieces fit

  • GUIDE.md — the cited why, in five sub-domains: the immersive-sim lineage (universal rules; intention & perceivable consequence), emergence from few deep systems vs. scripted events, the "good GM" analogy and its honest limit, multiplicative vs. additive design (Nintendo's chemistry engine), and how emergence + procedural generation multiply each other. 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.

Read the full file on GitHub · 40 lines

Files

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.

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. 11d ago First seen · 40 lines · 200 tokens per session scan A 8e6b4d63e066

Subscribe to this mod's changes

systemic-emergent-design is a skill published in the GitHub repository rondorkerin/gamestack (28 stars, last pushed 2mo ago), licensed MIT. It adds 200 tokens to every session and 901 once invoked, about $0.0010 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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