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 pipeline, PBR vs stylized/NPR…
Use when designing, tuning, or reviewing the core RPG systems triad — character progression (leveling, skills, attributes, classless vs. class), the economy (currencies, faucets/sinks, crafting materials), and loot & itemization (rarity tiers, drop rates, legendary/unique
$ npx -y skills add rondorkerin/gamestack --skill rpg-systems --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/rpg-systemsContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when designing, tuning, or reviewing the core RPG systems triad — character progression (leveling, skills, attributes, classless vs. class), the economy (currencies, faucets/sinks, crafting materials), and loot & itemization (rarity tiers, drop rates, legendary/unique
name: rpg-systems description: Use when designing, tuning, or reviewing the core RPG systems triad — character progression (leveling, skills, attributes, classless vs. class), the economy (currencies, faucets/sinks, crafting materials), and loot & itemization (rarity tiers, drop rates, legendary/unique design). Also use to diagnose "leveling feels pointless", "the world scales with me", "players hoard their best items", "every legendary is just +stats", "the economy inflated", or "more loot but it means less". Triggers on "progression", "leveling", "level scaling", "skill system", "attributes", "economy", "currency", "gold sink", "faucet", "inflation", "loot", "itemization", "rarity", "drop rate", "legendary", "build-defining", "auction house", "hoarding".
The three interlocking number-systems that make an RPG feel like growth: **progression** (you get stronger), **economy** (you accumulate and spend), and **loot** (you find things worth finding). They fail together — level-scaling guts progression *and* devalues loot; a broken market guts the reward loop *and* the economy — so design and audit them as a triad.
This skill owns the **RPG number-systems triad**. Adjacent concerns live in sibling skills, cross-linked from the guide:
> **Build identity is preserved by opportunity cost, not by walls — and the path of least resistance must always be *playing the game*.** Every advancement should spend something finite; never scale the whole world to the player (the canonical trap — Oblivion's own designer called world-scaling "a mistake"); reserve the top loot tier for items that change *how you play*, not your numbers; and never let a market, an exploit, or a flood of drops outpace the kill → loot → upgrade loop.
> **Why this matters doubly for a generator:** an autonomous author will happily open uncontrolled faucets, mass-produce "uniques," or scale loot to the player — all locally reasonable, all globally corrosive. Hand-author the *invariants* (the spent resource, the zone level-bands, the finite-legendary manifest, the faucet/sink rates) as declared, inspectable, machine-testable contracts; let generation fill only the common→rare tiers inside them.
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
Repo: rondorkerin/gamestack
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion,…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic…