Agent skill

world-generation

Motto: The world grows where curiosity leads.

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Forks 31

Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/world-generation-simhacker-moollm

SKILL.md

World Generation Protocol

Dynamic world creation — questions create places. "The world grows where curiosity leads."

Core Principle

Don't pre-generate everything. Generate on demand.

When a player asks about a place that doesn't exist, create it. Questions expand the world. Exploration IS creation.

Player: "What's north?"
DM: *creates north*

Generation Philosophy

yaml
# What triggers world generation
generation_triggers:
  questions: "Where did the grue come from?"
  statements: "There must be a library somewhere!"
  actions:
    DIG: "tunnel"
    CLIMB: "passage"
  quests: "Objective location generates itself"
  exploration: "Walking beyond known areas"

Methods

CREATE - Generate New Place

yaml
invoke: CREATE
params:
  seed: "Starting concept or name"
  style: "World style (fantasy, sci-fi, modern)"
  parent: "What area this connects to"
effect:
  - Create directory for new place
  - Generate ROOM.yml with properties
  - Add exits connecting to parent
  - Optionally populate with objects/NPCs

EXPAND - Add to Existing Area

yaml
invoke: EXPAND
params:
  from: "Existing place"
  direction: "north/south/etc or conceptual"
  hints: "Optional flavor hints"
effect:
  - Generate adjacent room
  - Add bidirectional exits
  - Inherit parent's atmosphere with variations

CONNECT - Link Two Areas

yaml
invoke: CONNECT
params:
  a: "First place"
  b: "Second place"
  type: "door/portal/path/secret"
effect:
  - Add exit from A to B
  - Add exit from B to A (unless one-way)
  - Update both ROOM.yml files

Directory Inheritance

Directories carry behavioral defaults that children inherit:

Parent Directory Children Inherit
maze/ Dark, twisty, grue-friendly
basement/ Damp, underground, echoing
tower/ Height, wind, views, vertigo
dungeon/ Cells, guards, escape themes
garden/ Outdoor, weather, growing
library/ Books, quiet, knowledge
market/ Vendors, crowds, commerce

Topology Patterns

Pattern Structure Use Case
Twisty maze Randomized connections Challenge, getting lost
Grid Regular X/Y layout Cities, chessboards
Star Hub with spokes Crossroads, central plaza
Loop Circular path Racing, time loops
Tree Branching, dead ends Dungeons, boss rooms
Web Many cross-connections Complex social spaces

Generation Seeding

From Questions

Q: "Where does the blacksmith live?"
A: Creates blacksmith-quarters/ with:
   - Forge room
   - Living quarters
   - Connected to market/

From Actions

Action: DIG
Creates: tunnel/ or cellar/
   - Connects to current room
   - Darkness, rough-hewn walls
   - Possible discoveries

From Quests

Quest: "Find the ancient tome"
Creates: hidden-archive/ somewhere logical
   - Contains the tome
   - Appropriate guardians
   - Connected via discoverable path

Lazy Evaluation

yaml
principle: "Don't create until needed"

strategy:
  - Player enters room: generate exits (names only)
  - Player asks about exit: generate room behind it
  - Player ignores exit: it remains potential
  
benefits:
  - Infinite worlds in finite storage
  - Every playthrough unique
  - Player choices shape reality

State

yaml
generation_state:
  seed: 42                    # Reproducibility
  style: "fantasy"            # World genre
  generated_places: []        # What exists
  pending_exits: []           # Named but not yet created
  topology: "organic"         # Generation pattern

Safety Guidelines

  • Maintain consistency — don't contradict established facts
  • Respect player agency — their discoveries are canon
  • Preserve mystery — not everything needs explanation
  • Allow emergence — unexpected connections enrich world

Integration

Skill Integration
room Generated places are rooms
adventure World generation serves the adventure
character NPCs generated with their locations
worm Worms can trigger generation by crawling

Example Session

> GO NORTH
The path leads into unexplored territory...

[CREATE: forest-path/]
You find yourself on a narrow forest path. Tall oaks 
loom overhead. The trail continues east and west.

> WHAT'S EAST?
[EXPAND: from=forest-path, direction=east]
Through the trees, you glimpse an ancient stone 
structure — perhaps a ruin or shrine.

> GO EAST
[CREATE: old-shrine/]
A weathered shrine stands in a small clearing...

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