npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsThis skill uses the workspace's default tool permissions.
Quest types, objective trees, reward structures, and mission flow design for any game genre. Enforces narrative coherence through mandatory lore checks.
Designs quest objective structures, gating, branching, failure states, and player guidance for mission-like game content. Useful for building quests, clarifying logic, and defining testable flows.
Guides game narrative design: branching narratives, dialogue systems, environmental storytelling, player agency, ludonarrative harmony. Activates on narrative design, game story, dialogue mentions.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Share bugs, ideas, or general feedback.
Quest types, objective trees, reward structures, and mission flow design for any game genre. Enforces narrative coherence through mandatory lore checks.
Trigger: quest design, mission design, objectives, quest types, quest rewards, quest tree, mission flow, side quests, main quest, quest chain, objective design
quest-narrative-coherence — MANDATORY. Read and follow the 5-step coherence check before creating ANY quest.game-design-fundamentals — core loop and reward system knowledgeworldbuilding — world context for quest settingJonathan Blow: "Every puzzle should feel like a genuine insight, not busywork." Sid Meier: "A game is a series of interesting decisions." Hidetaka Miyazaki: "Quests should reveal the world, not just provide objectives."
quest-narrative-coherence)game-economy-design for balancegame-design-fundamentalsFollow the 5-step check from quest-narrative-coherence. Load lore, check registry, validate, reference existing content, register.
Choose from the quest type taxonomy (see below).
Map out the objectives, branching paths, and completion conditions.
Cross-reference game-economy-design for appropriate reward scale.
Use the quest template in templates/.
Add to quest-registry.md per the coherence clause.
| Type | Description | Example (abstract) |
|---|---|---|
| Main Story | Advances primary narrative arc | "Uncover the truth about [event]" |
| Side Quest | Optional, enriches world | "Help [NPC] with [problem]" |
| Chain Quest | Multi-step, each unlocks next | "Phase 1 → Phase 2 → Phase 3" |
| Branching | Player choice determines outcome | "Side with [A] or [B]" |
| Repeatable | Can be done multiple times | "Daily challenge: [task]" |
| Discovery | Triggered by exploration | "Find [hidden thing] to unlock" |
| Social | Requires other players | "Complete [task] with a group" |
| Timed | Must complete within deadline | "Finish before [timer] expires" |
| Collection | Gather a set of items/objects | "Find all [N] pieces of [set]" |
| Escort/Protect | Keep something safe | "Protect [target] during [event]" |
Quest: [Name]
├── Objective 1: [Required]
│ ├── Sub-objective 1a: [Required]
│ └── Sub-objective 1b: [Optional bonus]
├── Objective 2: [Choice A OR Choice B]
│ ├── Choice A: [Path with consequence X]
│ └── Choice B: [Path with consequence Y]
└── Objective 3: [Final — depends on choice above]
├── Outcome A: [If chose A above]
└── Outcome B: [If chose B above]
quest-narrative-coherence — MANDATORY prerequisiteworldbuilding — world context for quest settinggame-economy-design — reward balancinggame-design-fundamentals — core loop integrationcharacter-design-narrative — NPC involvementpostgres-game-schema — quest data persistenceJonathan Blow (Braid, The Witness): Every quest objective should feel like a genuine insight. If the player is just following a marker, the quest has failed. The best quests make players think, experiment, and discover.
Sid Meier (Civilization): Quests are decisions. "Go kill X" is not a decision. "Choose between helping faction A (gaining their trust but angering B) or helping faction B" IS a decision.
Hidetaka Miyazaki (Dark Souls, Elden Ring): The best quests don't announce themselves. They emerge from exploration, environmental clues, and NPC conversations. The player should feel like they discovered the quest, not that it was assigned.