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Game scenario patterns — quest/event trees, branching dialogue, world-building, character arcs across routes, lore bibles.
Passed 17 of 22 test cases with the skill, and 10 of 22 without it.
and 8 more in the full report
7 fixed10 passed either way5 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 7 test cases the skill fixed. Same model, same prompt, with and without the skill.
We are organizing our RPG narrative campaign outline. Our team suggested allocating 80% of content to mandatory main quests, 15% to optional side quests, and 5% to secret easter eggs, making side content gate main story progression. Please draft a high-level scenario architecture outline for a cyber-dystopia campaign using proper content distribution proportions and gating rules.
| Checked | Without skill | With skill |
|---|---|---|
| The content distribution assigns 60% to main scenario, 30% to side scenarios, and 10% to hidden scenarios. | Missed | Passed |
| Side scenarios enrich narrative without gating main story progression. | Missed | Passed |
The instructions your model reads when the skill loads.
Story architecture: Main scenario (critical path, 60%) + Side scenarios (optional, 30%) + Hidden scenarios (easter eggs, 10%). Critical path must work standalone; side scenarios enrich but never gate main progression.
Branching structure: Binary choice (A/B), multi-way (3+ options), conditional (requires item/flag), timed (deadline-based). Branch depth: ≤4 levels before convergence. Convergence types: full (all paths merge), partial (some carry forward), butterfly (small choice → big consequence later).
Quest design: Objective (clear goal) → Prerequisites (what player needs) → Steps (3-7 per quest, each with verification) → Branch points (player agency) → Resolution + Reward. Quest chains: linear (A→B→C), hub (return to base between quests), parallel (simultaneous tracks).
Dialogue system: Dialogue nodes with speaker, line, emotion tag, and next-node links. Player responses: investigate (info), persuade (relationship), action (consequence). Branch dialogue: ≤3 choices per node. Emotional tone tracking per NPC (friendly/neutral/hostile affects available options).
World-building layers: Geography (maps, regions, travel routes) → History (timeline, key events, ruins) → Culture (factions, beliefs, customs, taboos) → Economy (resources, trade, scarcity) → Ecology (creatures, environments, hazards). Each layer must be consistent and interconnected.
Character arc across routes: Core identity (consistent across all routes) + Route-specific development. NPC relationship system: trust level (0-100) with threshold gates. Companion characters: personal quest triggered by trust threshold.
Lore bible: Entry per: location, character, faction, item, event, concept. Fields: name, description, connections (linked entries), game-mechanic relevance, narrative role. Consistency check: cross-reference all entries before finalizing.
Scenario document structure: Overview (concept, tone, themes) → World bible → Character bible → Main quest line → Side quests → Dialogue trees → Cutscene scripts → Branching map (visual flowchart). Each quest has: ID, title, summary, prerequisites, steps, branches, rewards, flags set.
Format: Markdown with YAML frontmatter per quest/node. Branching maps as Mermaid flowcharts. Dialogue as structured blocks with speaker/emotion/response fields.
test cases passed, vs 10 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.