From velith
Provides patterns for branching game narratives: quest/event trees, dialogue systems, world-building layers, and lore bibles with YAML + Mermaid.
How this skill is triggered — by the user, by Claude, or both
Slash command
/velith:book-gameThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
**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.
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.
npx claudepluginhub epicsagas/plugins --plugin velithBuilds narrative structure, world logic, dialogue intent, and player motivation that support the game loop. Useful when narrative and gameplay feel disconnected.
Generates 14 planning documents (7 categories) for epic fantasy novels using Crucible Structure via interactive multi-choice questions from a premise.
Maintains narrative continuity across long roleplay or collaborative fiction sessions (>5 turns) using structured scratch files for character voice, world-state, and fact tracking. Activates when continuity errors would damage immersion.