Game Quest Designer · v0.2.2

Design quests.
Create lasting experiences.

A set of Skills for RPG quest design. Bring story, gameplay, pacing and feedback together to shape the whole experience, from the first encounter to the final moment.

npx --yes --package=game-quest-designer-skills@latest -- game-quest-designer-skills install
From idea to questStart wherever you need
  1. 1
    Know the projectWhich mechanics and assets are available?
  2. 2
    Find the ideaWhy would the player get involved?
  3. 3
    Plan the flowWhat does the player do at each step?
  4. 4
    Define the rulesWhat advances or completes the quest?
  5. 5
    Check the logicCan the player resume after a reload?
  6. 6
    Prepare for productionWhat does each team need to make?

Install, then describe your quest

A full script or a rough idea is enough. Start with a draft and fill in the details as you go.

01

Install the Skills

Run this command in a terminal. The installer looks for supported Agent directories.

npx --yes --package=game-quest-designer-skills@latest -- game-quest-designer-skills install
02

Describe the quest

Share the setting, the experience you want, and any project material you have.

Use $game-quest-designer to draft a missing-person side quest at a harbor. Let the player investigate, and reuse existing locations where possible. Mark assumptions where details are missing.
03

Keep refining

Name a specialist Skill when you want to work on a particular part.

Use $quest-prototype to check this flow: can the quest continue if the player finds the ledger early or reloads halfway through the investigation?

Choose a Skill for the task at hand

Unsure where to start? Describe your request to $game-quest-designer. It will choose the methods you need.

Understand the project

Read system docs and existing quests to find what is supported and what needs checking.

$quest-understand

Develop the idea

Find the character’s problem, the player’s motivation, and actions worth taking.

$quest-design

Plan the quest flow

Turn the story into playable steps, with clear branches and endings.

$quest-flow

Write implementation rules

Define triggers, quest states and completion conditions for developers.

$quest-spec

Check quest logic

Walk through normal and unexpected situations to find where progress could get stuck.

$quest-prototype

List production needs

Specify locations, characters, dialogue and scenes, with their purpose and acceptance checks.

$quest-requirements

Prepare team handoffs

Organize what engineering, level design, art and UI teams need to know.

$quest-collab

Review and revise

Identify problems in specific situations, explain their impact and suggest changes.

$quest-review

Maintain quest documents

Read, edit or sync documents while keeping sources and version differences clear.

$quest-docs

Take a missing-person quest at a harbor

The same story plays differently depending on the mechanics available. A few project rules make the choices clearer.

Known rules of this fictional project

Available actions
Observe, talk, trade and sneak
Clue tracking
Record each clue the player discovers
Character limits
Key NPCs cannot die permanently
Still unknown
How cross-map escorts resume after loading
Draft budget
Reuse the harbor at night and 3 existing NPCs

Let players uncover the truth, not just follow markers.

  • 01

    Find a contradictionThe manifest says north shore, but a dockworker saw the boat head south. This clue opens a new question.

  • 02

    Choose how to investigateTrade or sneak to get the ledger. Both routes meet at the warehouse, limiting extra locations.

  • 03

    Make the choice matterThe player decides whether to protect the dockworker. Later reactions remember that choice, even on a shared story path.

Escort save rules are still unknown, so the draft uses an agreed meeting point. These are design examples, not claims about features in your project.

Documents your team can work from

Write only what you need right now. Explain the play first, then add identifiers, conditions and production details.

Quest brief

The story, why the player gets involved, and what changes by the end.

Quest flow

Goals, actions and feedback at each step, including where branches meet.

Implementation spec

Triggers, completion rules, failure handling and save recovery.

Production needs

Required assets, opportunities to reuse them, and acceptance checks.

Review notes

What goes wrong, when it happens, how to fix it and how to check again.

Catch missing links as the documents grow

The optional quest-package.json links quests, steps, requirements and tests. Its validator finds duplicate IDs, broken references and unreachable nodes. It does not replace engine testing and is not engine configuration.

quest-package-validate
npx --yes --package=game-quest-designer-skills@latest \
  -- quest-package-validate ./quest-package.json

A few things you might want to know

Do I need to document every project rule first?

No. Start a small task right away and mark missing details as assumptions. For a new project or team collaboration, collect the rules that affect the design.

Can it generate engine configuration directly?

It needs your real configuration format, project conventions and available tools. Without those, it writes specifications for your team to discuss and implement.

Will every quest follow the same template?

Design starts with character conflicts and player actions. Templates help catch omissions. Linear quests do not need forced branches, and a small idea does not need a full set of tables.

Which languages are supported?

The website is available in Chinese, English and Japanese. Skills follow the language you use, while project field names, IDs and API names stay unchanged.

Start with the quest you have in mind.

View the project on GitHub ↗