npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsThis skill uses the workspace's default tool permissions.
Branching narratives, player agency, non-linear story structure, and act frameworks adapted for interactive media. Genre-agnostic — works for any game with narrative elements.
Guides game narrative design: branching narratives, dialogue systems, environmental storytelling, player agency, ludonarrative harmony. Activates on narrative design, game story, dialogue mentions.
Builds narrative structure, world logic, dialogue intent, and player motivation supporting the game loop. Use for structuring story, dialogue, lore, or when narrative-gameplay disconnects.
Diagnoses branching narrative problems in interactive fiction, such as meaningless choices, unmanageable branching, player agency conflicts, and disrupted narrative flow.
Share bugs, ideas, or general feedback.
Branching narratives, player agency, non-linear story structure, and act frameworks adapted for interactive media. Genre-agnostic — works for any game with narrative elements.
Trigger: story structure, branching narrative, player agency, non-linear story, act structure, story beats, narrative arc, dialogue tree, multiple endings, player choice, consequence system, narrative design
quest-narrative-coherence — ensures all story content is consistentworldbuilding — provides the world context for the storyHideo Kojima: "Games can tell stories that no other medium can — stories where the audience is the protagonist." Ken Levine: "Narrative should emerge from systems, not just scripted sequences." Hidetaka Miyazaki: "The best stories are the ones players piece together themselves."
Act 1 — Setup (10-20% of game)
Hook → World introduction → Inciting incident → Player given agency
Act 2 — Confrontation (60-70% of game)
Rising challenges → Major choices → Consequences compound → Midpoint twist
Act 3 — Resolution (10-20% of game)
Climax → Final choice → Resolution shaped by prior decisions → Denouement
[Start]
/ \
[Choice A] [Choice B]
/ \ \
[A1] [A2] [B1]
\ | /
[Convergence Point]
/ \
[Final A] [Final B]
Ki (Introduction) → Shō (Development) → Ten (Twist/Revelation) → Ketsu (Conclusion)
quest-narrative-coherence — story consistency validationworldbuilding — world contextcharacter-design-narrative — character arcs within the storyquest-mission-design — quests as story delivery mechanismHideo Kojima (Metal Gear Solid): Games have a unique narrative advantage — the player IS the character. Use this. Break the fourth wall. Make the player's real-world actions part of the story. The controller, the save file, the screen itself can all be narrative tools.
Ken Levine (BioShock): "Would you kindly" works because it uses game mechanics as narrative. The best game stories are inseparable from the gameplay — they can't be a movie, they can't be a book. They can ONLY be a game.
Hidetaka Miyazaki (Dark Souls): Not every player needs to understand the story. Layer narrative so casual players get the broad strokes, and dedicated players who read item descriptions and explore every corner find a deeper, richer story beneath.