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Schema and rules for creating story starts
npx skills add https://github.com/nikolaj-lat/World-Puppeteer --skill story-startsCopy and paste this command into Claude Code to install the skill
Schema and rules for creating story starts
npx skills add https://github.com/nikolaj-lat/World-Puppeteer --skill story-startsCopy and paste this command into Claude Code to install the skill
Schema and rules for creating abilities
Schema and rules for editing AI instructions
Check character counts and limits for Voyage World config files. Use when checking how much space is used, before adding large content, or when approaching size limits.
Schema and rules for creating locations
Schema and rules for creating NPCs
Schema and rules for creating regions
| name | story-starts |
| description | Schema and rules for creating story starts |
| context | fork |
| agent | story-starts |
Edit tabs/story-starts.json.
| Field | Requirement |
|---|---|
name | Must match object key exactly |
description | One compelling sentence shown during character creation |
storyStart | Opening narrative prompt for the AI (see format below) |
locations | Array of valid location keys - use one for specific starts, multiple for variety |
locationAreas | Array of area keys, or [] to allow any area in the location |
| Field | When to Include |
|---|---|
startingQuests | When the story has immediate objectives for the player |
firstQuest | When you want AI-generated quest details on turn 0 |
startingPartyNPCs | When the player begins with companions |
isDefault | Set true on exactly one story start to pre-select it |
questGenerationGuidance | When this story start needs quest tone/scope distinct from the rest of the world |
startingItems | Optional. Items granted on top of trait- and settings-based starting gear, for items specific to this story start. Usually leave to traits and settings and keep story starts narrative-focused |
One sentence that helps players choose this starting scenario. Focus on the hook, not mechanics.
Format: "[Situation] - [what makes this start interesting]"
The opening narrative prompt passed to the AI. This sets the scene and establishes the player's immediate situation. The AI expands this into the full opening story.
Three-part structure:
Single location - Use when the story demands a specific starting point:
"locations": ["thornhaven"]
Multiple locations - Use for variety or "wanderer" style starts:
"locations": ["thornhaven", "riverside-camp", "mountain-pass"]
startingQuests vs firstQuest:
startingQuests: Array of quest names from tabs/quests.json - sets them to 'available' status at game startfirstQuest: Freeform text instruction - on turn 0, forces AI to generate a quest matching this descriptionThese are independent systems. Use startingQuests for predefined quests, use firstQuest for AI-generated opening quests.
interface StoryStart {
name: string
description: string
storyStart: string
locations: string[]
locationAreas: string[]
startingQuests?: string[]
firstQuest?: string
startingPartyNPCs?: string[]
startingItems?: Array<{ item: string; quantity: number }>
isDefault?: boolean
questGenerationGuidance?: string
}
For detailed documentation, see story-starts-reference.md.