3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when designing quests, reactivity, and factions — quest structure beyond fetch-and-return, branching that honors player choice, reactivity systems on a budget (the "facts database"), procedural/radiant quests as a supplement to hand-authored ones, and faction allegiance
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill narrative-and-quest-design --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill narrative-and-quest-design -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill narrative-and-quest-design -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill narrative-and-quest-design -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill narrative-and-quest-design -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill narrative-and-quest-design -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill narrative-and-quest-design -a windsurf -y
name: narrative-and-quest-design description: Use when designing quests, reactivity, and factions — quest structure beyond fetch-and-return, branching that honors player choice, reactivity systems on a budget (the "facts database"), procedural/radiant quests as a supplement to hand-authored ones, and faction allegiance dilemmas. Also use to diagnose quests that feel like filler or a world that ignores what the player did. Triggers on "quest design", "fetch quest", "branching", "reactivity", "facts database", "radiant quests", "factions", "choices and consequences", "the world doesn't react to me".
How to build quests that react to the player and factions that force real allegiance choices — and how to do it on a generation budget without quests collapsing into filler. The spine here is a **reactivity substrate** (a facts database) that both hand-authored and AI-generated quests read and write.
This skill owns **quests, reactivity, and factions**. Adjacent concerns live in siblings:
> **Reactivity reduces to a testable condition over named facts.** Every branch, consequence, and faction state should be a boolean check against a single canonical fact store — that is the literal mechanism The Witcher 3 shipped, and it is what lets a headless agent author *and* generate quests over one world-state representation.
⚠️ **Verification note:** Built from a deep-research pass whose verification phase was cut short by a session limit. The reactivity-architecture core (GUIDE §1–2) is confirmed 3-0; the quest-quality and faction doctrines (§3–5) are sourced-but-unverified. One claim was actively **refuted** — see §6, "Do not encode."
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity,…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.