AgentSkillsCN

Quest Design

任务设计

SKILL.md

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:

  1. Identify quest opportunities

    • Tasks characters are asked to complete
    • Objectives mentioned or implied
    • Rewards offered or promised
    • Moral decisions presented
  2. 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)
  3. Structure quest chains

    • Which quests lead to others
    • Branching paths
    • Optional vs mandatory steps
  4. 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)