narrative-and-quest-design

SKILLFlujo de trabajocomunidad
v0.0.0rondorkerinMITActualizado hace 3 mFuente →

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 dia

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hace 3 mÚltima actualización
Skill
Autorrondorkerin
Versión0.0.0
LicenciaMIT
CategoríaFlujo de trabajo
Formatosskill.md
PromptNo publicado
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Claude✓ Compatible
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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 d

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