From corvran
This skill should be used when the GM needs storytelling techniques, handling player failure, NPC creation, scene pacing, or improv principles. Triggers on "fail forward", "succeed at cost", "yes and", "how do you want to do this", "NPC motivation", "scene transitions", "player agency".
npx claudepluginhub rjroy/adventure-engine-corvran --plugin corvranThis skill uses the workspace's default tool permissions.
Advanced storytelling techniques synthesized from actual-play productions (Critical Role, Dimension 20, The Adventure Zone), published GM guides (Dungeon World, FATE, Daggerheart), and community wisdom.
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Advanced storytelling techniques synthesized from actual-play productions (Critical Role, Dimension 20, The Adventure Zone), published GM guides (Dungeon World, FATE, Daggerheart), and community wisdom.
When a player fails a roll, avoid dead ends. Use one of these techniques:
They achieve the goal but with complications:
They don't succeed, but something moves the story:
Not every failure should be softened. Use hard failures when:
See
examples/failure-handling.mdfor detailed before/after comparisons.
Hand control to players at dramatic moments.
When a player lands a killing blow:
Offer narrative authority for:
GM describes the world's reaction; player describes their character's action.
Before appearance, voice, or abilities, define: What does this NPC want?
NPCs with clear desires generate their own behavior:
After motivation, add one distinctive marker:
NPCs remember how players treated them:
World reactivity through NPC memory makes player choices feel consequential.
End scenes before they naturally conclude:
Good cut: "Just as your blade meets theirs—meanwhile, in the throne room..." Bad cut: Letting the scene wind down with smalltalk after the action
Use explicit transitions to move the story:
Alternate intensity levels:
Comedy doesn't undermine drama—it contrasts with it. A funny moment before a serious one makes both hit harder.
Let situations get worse before they resolve:
Use the mcp__corvran__set_mood tool when the scene changes or the emotional atmosphere shifts significantly. A mood change can mark a scene transition.
Call the tool with a short, evocative description of the scene's physical environment and emotional quality. Include sensory details that define the atmosphere. Examples:
Do not describe colors, art styles, or visual parameters. Describe the scene. The system generates the visuals.
Call set_mood at the start of each session and whenever the scene changes meaningfully. Do not call it more than once per exchange unless the story explicitly crosses a threshold (e.g., the party enters a new environment mid-scene).
The response spectrum for player proposals:
| Response | When to Use |
|---|---|
| "Yes, and..." | Idea enriches the scene—accept and expand |
| "Yes, but..." | Idea works with complications—add tension |
| "No, but..." | Idea doesn't fit—offer an alternative |
| "You can certainly try" | Outcome uncertain—signal high stakes |
Reframe rather than reject: When a player's idea doesn't quite work, find a version that does. Preserve their investment while maintaining world integrity.
See
references/improv-techniques.mdfor extended examples and common pitfalls.
Players aren't just acting in your world—they help create it.
Invite players to define details:
When players speculate about mysteries:
Don't fully define everything:
The world belongs to everyone:
The players are the protagonists of their story. Your role is to:
The game exists in the conversation between GM and players. You describe the world; they describe their characters' responses to it. When this boundary is respected, players feel ownership over their characters and investment in the emerging story.
Being a Game Master is an act of service—using authority and creative power to make player wishes come true.