Use when designing high-lethality / permadeath / single-save combat and the systems around it — making death fair and readable, mitigating the cost of failure without removing stakes (short runs, opt-in difficulty, deterministic anti-save-scum), meta-progression and diegetically-integrated death (roguelike vs. roguelite), and the hard open problem of single-save permadeath in a long-form open world. Also use to diagnose deaths that feel unfair, a game churning players at the first big loss, or grind-to-win meta-progression. Triggers on "permadeath", "single-save", "high-lethality", "roguelike", "roguelite", "meta-progression", "save-scumming", "Ironman", "God Mode", "fairness", "telegraphing", "death is progress", "succession", "heir", "Hardcore mode".
التثبيت
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
Use when designing high-lethality / permadeath / single-save combat and the systems around it — making death fair and readable, mitigating the cost of failure without removing stakes (short runs, opt-in difficulty, deterministic anti-save-scum), meta-progression and diegetically-integrated death (roguelike vs. roguelite), and the hard open problem of single-save permadeath in a long-form open world. Also use to diagnose deaths that feel unfair, a game churning players at the first big loss, or grind-to-win meta-progression. Triggers on "permadeath", "single-save", "high-lethality", "roguelike", "roguelite", "meta-progression", "save-scumming", "Ironman", "God Mode", "fairness", "telegraphing", "death is progress", "succession", "heir", "Hardcore mode".
Permadeath, Lethality & Meta-Progression
How to make death create stakes instead of frustration: a hand-authored fairness/readability backbone first, mitigations that cut the cost of failure without removing stakes, meta-progression that makes failure progress, and an honest treatment of the genuinely-unsolved case — single-save permadeath over a long-form open world.
When to use this
Designing permadeath / single-save / high-lethality combat and its difficulty curve
Deciding the roguelike↔roguelite position (what persists across death)
Designing meta-progression and a diegetic death/return frame
Picking an anti-save-scum model (delete-on-load, deterministic seed, hyper-RNG, consequence-delay)
Tackling long-form open-world permadeath (the novel, playtest-required case — Area 4)
Diagnosing unfair deaths, first-big-loss churn, grind-to-win, or audience-cliff problems
Scope
This skill owns failure, lethality, and persistence-across-death. Adjacent concerns live in siblings:
Telegraphing/readability as combat craft → combat-design (this skill treats it as a fairness backbone for generation)
Loot/economy/progression numbers (incl. the finite-legendary manifest) → rpg-systems
The lore that justifies death/persistence diegetically → worldbuilding-and-lore (ludonarrative harmony)
Generating fair encounters + gating them → procedural-generation, procgen-review
The world-state persistence schema as content → systemic-emergent-design
How the pieces fit
GUIDE.md — the why: four areas (fairness, mitigations, meta-progression, the single-save long-form open-world open question), each with exemplars, citations, a "test for" criterion, a named failure mode, and the procedural/AI-authoring implication.
CHECKLIST.md — the what to do: Do/Don't + Test-for, grouped by area.
Source & epistemic status. Distilled from a deep-research synthesis (Sid Meier on interesting decisions; Spelunky/Derek Yu on fairness; Kasavin on Hades; XCOM RNG determinism; the Berlin Interpretation; Kahneman & Tversky loss aversion; Crusader Kings / Dwarf Fortress / Rogue Legacy / NetHack for succession). Areas 1–3 rest on shipped short-run games. Area 4 — single-save + long-form open world — is genuinely under-explored; every Area-4 rule is an extrapolation from adjacent genres and must be playtested. The two ⚠️ HEAVY FLAGS from the source are preserved verbatim in GUIDE.md §4.
The one idea to anchor on
Lethality without fairness is a random-death generator — the single worst outcome for a permadeath game. Permadeath only converts decisions into stakes if every death is the player's fault, telegraphed, and readable. So author a hand-authored fairness/readability backbone (telegraph budgets, guaranteed escape/counter-options, lighting/LoS minimums, hazard ceilings, an automated survivability check) before generating any content — and in a long-form single-save game, where one unfair death can cost the whole run, make it stricter, not looser.