Individual skill
book-game
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.
plugins/epicsagas/Velith/skills/book-game/SKILL.md
Source commit d780783eba4ecc7c8b9429f95c9362df95f07c61
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Network or broad shell
- Last checked
- Nov 4, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
Install this skill
Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.
An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.
Repository context
- Repository stars (not skill ratings)
- 1,532
- Repository last updated
- Nov 6, 2026
- License
- Apache-2.0
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- ai-coding Repository topic
- awesome Repository topic
- awesome-list Repository topic
- codex Repository topic
- codex-plugins Repository topic
- openai Repository topic
- codex-skill Repository topic
- codex-skills Repository topic
- marketplace Repository topic
- codex-marketplace Repository topic
- design Derived category
- engineering Derived category
- writing Derived category
Files and excerpt
File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.
Read excerpt
# 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