From game-dev
Guides creation of consistent game worlds including lore, factions, geography, timelines, and rules. Genre-agnostic for fantasy, sci-fi, modern, or abstract settings.
npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsThis skill uses the workspace's default tool permissions.
Lore creation, geography design, faction dynamics, tone consistency, and world bible maintenance for any game setting. Genre-agnostic — works for fantasy, sci-fi, modern, horror, abstract, or any other setting.
Creates rich backstories, fictional universes, ARGs, world-building, mysteries, community-driven stories, and transmedia narratives. Activates on lore, world-building, backstory 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 world-level story problems like thin settings, unevolved institutions, illogical economies, shallow cultures, and human-like non-humans.
Share bugs, ideas, or general feedback.
Lore creation, geography design, faction dynamics, tone consistency, and world bible maintenance for any game setting. Genre-agnostic — works for fantasy, sci-fi, modern, horror, abstract, or any other setting.
Trigger: worldbuilding, lore, factions, geography, world design, setting, game world, tone, world bible, lore bible, world history, faction design, region design, location design
quest-narrative-coherence (must be read first — ensures all world content stays internally consistent)Hidetaka Miyazaki: "I always try to think about what kind of story the world itself tells." Ken Levine: "The world IS the story. Every corner should whisper something to the player." Will Wright: "A great simulation world has rules players can intuit without reading a manual."
Start with templates/world-bible.md. Fill in the world overview first: name, genre, tone, themes, and time period. This anchors every decision that follows.
Define what is possible and impossible. Does magic exist? Technology? Both? What are the costs and limits? These rules constrain everything else and prevent power creep.
Start from the present state of the world and work backward. What war caused this border? What disaster made this region uninhabitable? What discovery enabled this technology? History should explain the present, not exist for its own sake.
Map regions, climates, resources, and travel routes. Geography determines trade, conflict, and cultural development. Use templates/location-template.md for each significant location.
Use templates/faction-bible.md for each faction. Every faction needs goals, enemies, allies, territory, and a gameplay role. Aim for at least 3 factions with interlocking relationships (ally/enemy/neutral dynamics that create player choice).
Customs, religions, languages, art, and social norms for each major group. Culture should emerge naturally from geography, history, and faction goals.
Document what fits and what doesn't. List reference media. This prevents tonal drift as more content is added by different contributors.
All established lore becomes the canonical reference for quest-narrative-coherence validation. New quests, characters, and locations must align with the world bible.
Reference templates/ for all document structures:
templates/world-bible.md — comprehensive world bible with all required sectionstemplates/faction-bible.md — per-faction deep dive templatetemplates/location-template.md — per-location design templatequest-narrative-coherence — validates all narrative content against this worldstory-structure-game — narrative arc design within this worldcharacter-design-narrative — characters must fit the world's tone, factions, and historyquest-mission-design — quests must use established locations, factions, and loreHidetaka Miyazaki (Dark Souls, Elden Ring): Environmental storytelling is world design. Every crumbling ruin, every item description, every enemy placement tells a story. The world should reward curiosity — players who look closely find layers of meaning. Cryptic doesn't mean random; every mystery has an answer buried somewhere in the world. The feeling of discovery IS the narrative.
Ken Levine (BioShock): The world is the story. Rapture and Columbia aren't backdrops — they ARE the narrative. Every poster, every audio log, every architectural choice communicates ideology, history, and decay. When the world tells the story, the player feels like an archaeologist uncovering truth rather than a passive audience receiving exposition.
Will Wright (SimCity, The Sims, Spore): Simulation worlds emerge from rules. Define the systems — resources, needs, relationships, constraints — and the world generates stories on its own. Players don't need to be told the world is alive if they can see cause and effect playing out. The best worlds are ones where players form their own theories about how things work.