book-game
Game narrative craft reference: branching architecture, quest design, dialogue systems, lore bible, player agency, and game-writing AI tells.
Skill by epicsagas
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/epicsagas-book-game
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: design, writing
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/book-game
What's inside
- Skill name
book-game- Description
- Game narrative craft reference: branching architecture, quest design, dialogue systems, lore bible, player agency, and game-writing AI tells. Read by all agents on game scenarios, visual novels, and interactive fiction.
- License
- Apache-2.0
- Instructions
- 71 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Game Narrative The reader is a player. They act, and the story must answer. A game script that reads well but ignores the player's hands is a screenplay with buttons. ## Architecture - **Critical path (60%)**: must work if the player does nothing optional. Every beat of the main story lands regardless of side content. - **Side content (30%)**: enriches, never gates. Side quests reward with understanding of the world or characters, not only items. - **Hidden (10%)**: for players who look. Rewards curiosity. - **Branch depth** ≤ 4 before convergence. Convergence types: full (all paths merge), partial (state carries), butterfly (small early choice, large late consequence; use once or twice per game, telegraph nothing). - **Choice types**: binary, multi-way, conditional (flag/item), timed. A choice with no consequence is a menu, not a choice. A choice where one option is obviously correct is not a choice. - **Endings**: each ending is earned by a pattern of choices, not one final selection. The player should be able to explain why they got their ending. ## Quest design Per quest: ID, title, hook (why the player cares), prerequisites (flags, items, relationships), steps (3-7, each verifiable by the game), branch points, resolution, rewards, flags set. Quest chains: linear, hub, parallel. The hook is narrative, not "collect five." The reward includes a change in the world the player can see. ## Dialogue system - Node: speaker, line, emotion tag, next-node links, conditions. - Player responses ≤ 3 per node; each is a stance (investigate, push, withdraw), not a paraphrase of the same thing. - NPC state (trust, fear, knowledge) affects available lines. Track in the bible. - Barks and ambient lines carry world texture; write them with the same care as cutscene dialogue. - Lines are short. Players skip. The most important line in a conversation is the one that changes state, and it should be unmissable. - Localization: avoid idioms that do not travel; keep string lengths sane for UI. ## Lore bible Entries per location, character, faction, item, event, concept, rule. Fields: name, description, connections, mechanical relevance, narrative role, first appearance, flags. Consistency check before finalizing: every named thing in a quest or line exists in the bible. World rules (magic, tech, politics) are stated once and never broken without a story reason. ## Character across routes Core identity is constant; route-specific development varies. A companion who is warm on one route and cold on another needs a reason the player can find. Personal quests unlock on trust thresholds. Companions comment on the player's choices; silence is also a comment. ## Game-writing tells - NPCs who explain the world to a player character who lives in it. - Every choice offering good / neutral / evil. - Quest text that restates the objective marker. - Lore dumps in item descriptions that nobody reads. - Villains monologuing at the boss door. - Companions who approve of everything. - Endings differentiated by one final dialogue choice. - Uniform dialogue length across NPCs. ## Format Markdown with YAML frontmatter per quest and per dialogue tree. Branching maps as Mermaid flowcharts. Dialogue as structured blocks: ```markdown ### NODE guard_gate_01 **Speaker:** GUARD · **Emotion:** wary · **Condition:** !has_pass "State your business." - [investigate] "What happened here?" → guard_gate_02 - [push] "Let me through." → guard_gate_03 (sets: guard_hostile) - [withdraw] (leave) → END ``` Deliverables per outline: overview, world bible, character bible, main quest line, side quests, dialogue trees, cutscene scripts, branching map, flag table. ## Validation (architect scoring for game) Critical path works standalone; branch depth within limit with defined convergence; every choice has consequence; endings earned by patterns; every named entity in the bible; flag table complete and no orphan flags; quest steps verifiable. ## Visuals The scenario document needs: world map and region maps (figure-engineer base layers from the lore bible, stylized by the illustrator), branching maps (Mermaid flowcharts from the quest data, never drawn by hand), character sheets with mechanical annotations, location key art, item and UI mock references. Character and location sheets are locked before scene art. Consistency is not optional: the art bible's constants become the studio's reference. All through `/book-visuals`.
From epicsagas/Velith, Apache-2.0.
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Velith router.
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Signals
- Stars
- 38
- Forks
- 6
- Open issues
- 1
- Last commit (this folder)
- Sep 4, 2026 (1 month ago)
- Last release
- Sep 30, 2026 (28 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- Apache-2.0
- Repository
- github.com/epicsagas/Velith
- Website
- epicsagas.github.io/Velith/
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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- 0.641score
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Book visual system: art bible and look lock, figure plan per chapter, code-rendered diagrams/charts/technical drawings, diffusion-generated illustrations and…
SkillAFreshness: A★ 38Claude Code +9 - 0.638score
book-genre-creator
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Phase 3: Drafting.
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Fiction craft reference for all subgenres: structure options, scene design, character depth, dialogue, POV and distance, the fiction-specific AI tells, and…
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Phase 4: Editing.
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Cite this page
book-game skill. Agent Mart. https://agentmart.dev/skills/epicsagas-book-game (last updated 2026-10-24)