plugins/game-dev/design/quest-mission-design/SKILL.md
Use when designing quests, missions, objectives, quest trees, or reward structures. Requires quest-narrative-coherence check before any quest creation. Triggers: quest, mission, objectives, quest tree, rewards.
npx skillsauth add fcsouza/agent-skills design-quest-mission-designInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Quest types, objective trees, reward structures, and mission flow design for any game genre. Enforces narrative coherence through mandatory lore checks.
Trigger: quest design, mission design, objectives, quest types, quest rewards, quest tree, mission flow, side quests, main quest, quest chain, objective design
quest-narrative-coherence — MANDATORY. Read and follow the 5-step coherence check before creating ANY quest.game-design-fundamentals — core loop and reward system knowledgeworldbuilding — world context for quest settingJonathan Blow: "Every puzzle should feel like a genuine insight, not busywork." Sid Meier: "A game is a series of interesting decisions." Hidetaka Miyazaki: "Quests should reveal the world, not just provide objectives."
quest-narrative-coherence)game-economy-design for balancegame-design-fundamentalsFollow the 5-step check from quest-narrative-coherence. Load lore, check registry, validate, reference existing content, register.
Choose from the quest type taxonomy (see below).
Map out the objectives, branching paths, and completion conditions.
Cross-reference game-economy-design for appropriate reward scale.
Use the quest template in templates/.
Add to quest-registry.md per the coherence clause.
| Type | Description | Example (abstract) | |------|-------------|-------------------| | Main Story | Advances primary narrative arc | "Uncover the truth about [event]" | | Side Quest | Optional, enriches world | "Help [NPC] with [problem]" | | Chain Quest | Multi-step, each unlocks next | "Phase 1 → Phase 2 → Phase 3" | | Branching | Player choice determines outcome | "Side with [A] or [B]" | | Repeatable | Can be done multiple times | "Daily challenge: [task]" | | Discovery | Triggered by exploration | "Find [hidden thing] to unlock" | | Social | Requires other players | "Complete [task] with a group" | | Timed | Must complete within deadline | "Finish before [timer] expires" | | Collection | Gather a set of items/objects | "Find all [N] pieces of [set]" | | Escort/Protect | Keep something safe | "Protect [target] during [event]" |
Quest: [Name]
├── Objective 1: [Required]
│ ├── Sub-objective 1a: [Required]
│ └── Sub-objective 1b: [Optional bonus]
├── Objective 2: [Choice A OR Choice B]
│ ├── Choice A: [Path with consequence X]
│ └── Choice B: [Path with consequence Y]
└── Objective 3: [Final — depends on choice above]
├── Outcome A: [If chose A above]
└── Outcome B: [If chose B above]
quest-narrative-coherence — MANDATORY prerequisiteworldbuilding — world context for quest settinggame-economy-design — reward balancinggame-design-fundamentals — core loop integrationcharacter-design-narrative — NPC involvementpostgres-game-schema — quest data persistenceJonathan Blow (Braid, The Witness): Every quest objective should feel like a genuine insight. If the player is just following a marker, the quest has failed. The best quests make players think, experiment, and discover.
Sid Meier (Civilization): Quests are decisions. "Go kill X" is not a decision. "Choose between helping faction A (gaining their trust but angering B) or helping faction B" IS a decision.
Hidetaka Miyazaki (Dark Souls, Elden Ring): The best quests don't announce themselves. They emerge from exploration, environmental clues, and NPC conversations. The player should feel like they discovered the quest, not that it was assigned.
tools
Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.
testing
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
development
Audits existing game code against design principles — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Extract the optional component name or path from the user's message (defaults to entire src/). Use after building components or before committing.
testing
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message. Requires docs/world-lore.md and docs/quest-registry.md.