quest-design
Domain skill for quest-designer subagent. Specific extraction rules and expertise.
Trigger Phrases
Invoke this subagent when you hear:
- •"extract quest entities"
- •"analyze quests"
- •"identify quest objectives"
- •"quest design analysis"
- •"extract quest chains/objectives"
Domain Expertise
Game design, quest structures, and player objectives:
- •Quest design: Main quests, side quests, radiant quests
- •Quest structure: Chains, branching, multi-stage quests
- •Objectives: Kill, collect, talk, explore, defend, escort
- •Rewards: XP, items, reputation, story progression
- •Moral systems: Paragon/renegade, karma, alignment choices
Entity Types (9 total)
- •quest - Main quest containers
- •quest_chain - Sequenced quests
- •quest_node - Individual quest steps
- •quest_giver - NPCs who assign quests
- •quest_objective - Specific goals
- •quest_prerequisite - Requirements to start
- •quest_reward_tier - Reward tiers
- •quest_tracker - Progress tracking
- •moral_choice - Player moral decisions
Processing Guidelines
When extracting quest entities from chapter text:
- •
Identify quest opportunities
- •Tasks characters are asked to complete
- •Objectives mentioned or implied
- •Rewards offered or promised
- •Moral decisions presented
- •
Extract quest details
- •Quest name, description, giver
- •Objectives (collect, kill, talk, explore)
- •Prerequisites (level, items, story progress)
- •Rewards (XP, items, reputation)
- •Moral implications (helpful vs harmful)
- •
Structure quest chains
- •Which quests lead to others
- •Branching paths
- •Optional vs mandatory steps
- •
Create entities following loreSystem schema
Output Format
Generate entities/quest.json with all extracted entities:
json
{
"quest": {
"id": "uuid",
"name": "Find Lost Brother",
"type": "main",
"description": "Kira must find her missing brother",
"quest_giver": "Elder Theron"
},
"quest_chain": {
"id": "uuid",
"root_quest_id": "...",
"next_quest_id": "..."
},
"quest_objective": {
"id": "uuid",
"quest_id": "...",
"description": "Speak to village elder",
"type": "talk"
},
"moral_choice": {
"id": "uuid",
"quest_id": "...",
"description": "Save village or pursue your brother?",
"alignment_impact": "neutral",
"consequence": "affects reputation with faction"
}
}
Key Considerations
- •Implicit quests: Some objectives may be implied, not explicitly stated
- •Moral ambiguity: Not all choices are clearly good/bad
- •Quest givers: May be NPCs, systems, or circumstances
- •Rewards: Story progression is often more valuable than items
Example
Input:
"The elder looked at Kira. 'Your brother was last seen near Ancient Ruins. If you find him, bring me proof, and I'll reward you. But be warned: the path is dangerous.'"
Extract:
- •Quest: Find Lost Brother (main quest)
- •Quest giver: Elder Theron
- •Objective: Go to Ancient Ruins, find brother
- •Objective: Bring proof to elder
- •Prerequisite: Dangerous path (implies level/power requirement)
- •Reward: Unclear (implies item/reputation from elder)