The Art of Game Mastering — narration, NPC, pacing, and improvisation wisdom that makes a session feel magical. Load when narrating a scene, voicing an NPC, or pacing a beat. This is the product's soul; internalize it, then play.
Skill-check resolution — when to roll, the DC ladder, fail-forward philosophy, and margin-based consequences. Load whenever the player attempts something uncertain ("I try to..."). Resolution runs through the generic core (d20 vs DC); this is the judgment framework for when/how.
Social / NPC interaction workflow — load NPC context, attitude check, social mechanics (Persuasion/Deception/Intimidation/Insight DCs), and persisting NPC memory + consequences. Load whenever the player talks to, persuades, or reads an NPC ("I talk to...", "I ask...").
Use when building, editing or reasoning about an RPG Maker MV game through the RpgMakerMVUltimate MCP server (tools prefixed rpgmaker / the 13 consolidated tools: querydatabase, createdatabaseentry, generatemap, managemapevent, analyzeproject, etc.). Covers the correct workflow so maps, NPCs, chests, shops, doors…
Use when adding a new player or admin command (wear, drink, cast, craft, buy, etc.). Covers the ICommand shape, argument schema, privilege declaration, output via IOutputWriter, and how it connects to the dispatcher and event pipeline. Invoke when the user asks to add a command, wire up a verb, or extend the command…
Use BEFORE the implementation-planner when a net-new feature or a non-trivial change needs higher-tier architectural framing — where the seam belongs, what existing/planned feature family it is an instance of, and which future concerns to design for now. The interactive, forward-looking counterpart to…
Use when adding or tuning an experience/advancement source, adjusting progression curves or anti-grind, adding a progression track, or generalizing XP triggers to a rule table. Covers the three-layer extensibility model — mechanism (handler-on-event), tuning (constants→YAML), generalization (rule registry at ≥3…