用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/nikolaj-lat/World-Puppeteer --skill story-starts命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
基于 SOC 职业分类
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| 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.