AgentSkillsCN

world-content-generation

为The Shifting Atlas生成或完善世界背景、地点、NPC、派系和提示模板,同时遵守已有的文档、D&D约束和遍历不变量。

SKILL.md
--- frontmatter
name: world-content-generation
description: Generate or refine world lore, locations, NPCs, factions, and prompt templates for The Shifting Atlas while respecting established docs, D&D constraints, and traversal invariants.

World content generation skill

Use this skill when you are asked to:

  • Create or revise world lore, factions, NPCs, locations, quests, or narrative tone.
  • Author/modify world prompt templates under shared/src/prompts/**.
  • Review world-facing content for consistency (tone, lore, traversal invariants).

Do not use this skill for:

  • Backend persistence implementation details (belongs in backend/).
  • Infrastructure/Bicep work (belongs in infrastructure/).

Source-of-truth rules

  1. Prefer linking to existing docs over generating new canonical lore.
  2. When new lore is necessary, add it to the correct layer under docs/ (MECE) rather than embedding it in code.
  3. Prompt templates should reference doc filenames/sections, not copy entire lore blocks.

High-signal references:

  • Tenets: docs/tenets.md
  • Exits + traversal invariants: docs/concept/exits.md
  • Direction resolution: docs/concept/direction-resolution-rules.md
  • DM tone: docs/concept/dungeon-master-style-guide.md

Content invariants

Locations

  • Each location should have 2–4 meaningful exits (unless intentionally a dead-end, which must be narratively justified).
  • Exit directions are constrained to the canonical set (see docs/concept/exits.md).
  • Locations must be connected to the broader world; avoid isolated “content islands”.

Exits (narrative)

When describing exits, avoid bare mechanical labels. Prefer diegetic phrasing:

  • Good: “A narrow goat track slips north into the fog.”
  • Good: “Stone steps descend into the undercroft.”
  • Avoid: “North exit.”

NPCs

  • NPCs must have consistent voice, motivation, and faction alignment across encounters.
  • Dialogue should include optional skill-check affordances (Insight/Deception/etc.) when it enriches play.
  • Anti-griefing posture: NPCs should discourage disruptive behavior via world-consistent consequences.

Factions

  • Factions must have distinct goals and constraints.
  • Territorial/political implications should show up in location flavor and quest hooks.

Prompt authoring rules (for shared/src/prompts/**)

  • Keep templates composable (smaller building blocks over monolith prompts).
  • Store canonical templates in code modules (example: shared/src/prompts/worldTemplates.ts).
  • Avoid “one-off” prompt strings inside runtime code; prefer importing shared templates.
  • Don’t bake implementation details into prompts (no container names, no env vars, no repo paths beyond doc references).

Example: prompt template structure

When you add a new template, provide:

  • purpose (1–2 lines)
  • required inputs (explicit list)
  • output format contract (explicit)
  • references (doc links)

Quality checklist

Before finishing a world-content change:

  • Does this belong in the right doc layer (Vision/Tenets/Design Modules/Architecture/Roadmap/Examples)?
  • Did we avoid duplicating lore in multiple places?
  • Are exits/directions consistent with invariants?
  • Is the content specific to The Shifting Atlas (not generic fantasy filler)?
  • If this is a prompt change: is it reusable and versioned?

Last reviewed: 2026-01-15