Use when designing quests, reactivity, and factions — quest structure beyond fetch-and-return, branching that honors player choice, reactivity systems on a budget (the "facts database"), procedural/radiant quests as a supplement to hand-authored ones, and faction allegiance dilemmas. Also use to diagnose quests that feel like filler or a world that ignores what the player did. Triggers on "quest design", "fetch quest", "branching", "reactivity", "facts database", "radiant quests", "factions", "choices and consequences", "the world doesn't react to me".
Installation
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Use when designing quests, reactivity, and factions — quest structure beyond fetch-and-return, branching that honors player choice, reactivity systems on a budget (the "facts database"), procedural/radiant quests as a supplement to hand-authored ones, and faction allegiance dilemmas. Also use to diagnose quests that feel like filler or a world that ignores what the player did. Triggers on "quest design", "fetch quest", "branching", "reactivity", "facts database", "radiant quests", "factions", "choices and consequences", "the world doesn't react to me".
Narrative & Quest Design
How to build quests that react to the player and factions that force real allegiance choices — and how to do it on a generation budget without quests collapsing into filler. The spine here is a reactivity substrate (a facts database) that both hand-authored and AI-generated quests read and write.
When to use this
Designing a quest, a quest line, or the quest-generation system
Building the reactivity layer (state tracking, branching, consequences)
Deciding what to hand-author vs. generate (radiant/procedural quests)
Designing factions with competing goals and exclusive membership
Diagnosing filler quests or a world that doesn't acknowledge player actions
Scope
This skill owns quests, reactivity, and factions. Adjacent concerns live in siblings:
The space quests sit in → open-world-design
How to generate content + the sameness problem → procedural-generation, procgen-review
Keeping generated quest text coherent in voice/lore → ai-authored-content-coherence
Lore the quests carry → worldbuilding-and-lore
Progression/economy rewards → rpg-systems
General "interesting decisions" theory → game-design-fundamentals
How the pieces fit
GUIDE.md — the why, with exemplars and citations. §1–2 (the facts-database reactivity substrate) are verification-confirmed. The headline design doctrines (no-fetch-quest, radiant-as-supplement, faction dilemmas) are sourced but unverified — see the verification banner.
CHECKLIST.md — the what to do: Do/Don't plus "Test for" criteria for a quest, a generator, or a faction set.
The one idea to anchor on
Reactivity reduces to a testable condition over named facts. Every branch, consequence, and faction state should be a boolean check against a single canonical fact store — that is the literal mechanism The Witcher 3 shipped, and it is what lets a headless agent author and generate quests over one world-state representation.
⚠️ Verification note: Built from a deep-research pass whose verification phase was cut short by a session limit. The reactivity-architecture core (GUIDE §1–2) is confirmed 3-0; the quest-quality and faction doctrines (§3–5) are sourced-but-unverified. One claim was actively refuted — see §6, "Do not encode."