plugins/game-dev/narrative/quest-narrative-coherence/SKILL.md
Use when creating any quest, mission, or story content — enforces the 5-step narrative coherence check: lore validation, conflict detection, quest registry, and contradiction prevention. Triggers: coherence check, lore validation, quest registry, narrative consistency.
npx skillsauth add fcsouza/agent-skills narrative-quest-narrative-coherenceInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Standalone enforcement skill: ensures every quest, mission, or story beat is consistent with existing world lore, prior quests, and active story arcs. No orphan quests. Ever.
Trigger: quest creation, mission design, story beat, narrative content, new quest, quest writing, lore check, narrative consistency, story coherence
MANDATORY: This skill must be read BEFORE quest-mission-design, worldbuilding, story-structure-game, or character-design-narrative when creating any narrative content.
None — this is a foundational enforcement skill.
game-economy-design)Step 1: Load Current World State
Read world-lore.md (or equivalent lore document) to understand:
Step 2: Check Quest Registry
Read quest-registry.md to understand:
Step 3: Validate Against Existing Content
Before writing the quest, verify:
Step 4: Reference Existing Lore
The quest MUST:
Step 5: Register the Quest
After creating the quest, add it to quest-registry.md with:
An AI agent that skips this 5-step check has produced invalid output. The quest must be rejected.
Reference templates/ for registry format and validation checklist:
templates/world-lore.md — empty world lore document with required sectionstemplates/quest-registry.md — empty quest registry with required fieldstemplates/coherence-checklist.md — per-quest validation checklistquest-mission-design — uses this skill as prerequisiteworldbuilding — provides the lore this skill validates againstcharacter-design-narrative — character consistency checksstory-structure-game — narrative arc alignmentgame-economy-design — reward consistencyKen Levine (BioShock): "The world IS the story." Every quest must feel like a natural part of the world, not a gameplay task glued onto it. If a quest doesn't make the world feel more real, it shouldn't exist.
Hidetaka Miyazaki (Dark Souls, Elden Ring): Environmental storytelling means every element tells a story. Quests should reveal world history, not just provide objectives. Cryptic doesn't mean incoherent — every mystery should have a consistent answer in the lore.
Hideo Kojima (Metal Gear): Meta-awareness of the player's role. Quests can acknowledge the nature of the game world without breaking immersion, but they must always respect internal logic.
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.