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Skills/gamedev-skills/awesome-gamedev-agent-skills/rpg
rpg logo

rpg

gamedev-skills/awesome-gamedev-agent-skills
882 installs422 stars
Run it on Hostinger, 20% off →Your friend gets 20% off too, using this linkFree API →|View on GitHub|Create your own skill →

Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill rpg

Summary

>

SKILL.md

RPG

A playbook for role-playing games — stats and progression, inventory/equipment, quests, dialogue, and combat. This is a compositional skill: it ties data-driven content, dialogue, and saving together. It does not re-teach those primitives; it defines the systems that make growth and choice feel meaningful, and points to the skills that implement each.

When to use

  • Use when building an RPG/JRPG/action-RPG: the player has stats that grow, an

inventory, quests, dialogue, and persistent progress.

  • Use when designing a leveling curve, a damage formula, an inventory/equipment model, or a

quest state machine.

*When not to use:* permadeath dungeon runs with no persistent character → roguelike. Pure conversation/branching story → visual-novel. Open-world needs/crafting/base-building → survival-crafting. For the dialogue engine itself, use dialogue-systems.

Core loop

Explore → encounter (fight / talk / solve) → earn rewards (XP, loot, story) → grow (level up, gear up, unlock) → take on harder content. The fantasy is getting stronger and shaping who your character is; every system should feed that growth-and-choice loop.

Must-have systems

  1. Stats + leveling — base attributes, derived combat stats, XP curve, level-up gains.
  2. Inventory + equipment — data-defined items, stacking, slots, stat modifiers.
  3. Combat — turn-based or action; damage formula, status effects, win/loss.
  4. Quests — objectives, state machine (available→active→complete→turned-in), rewards.
  5. Dialogue — branching lines, conditions on game state, choices that matter.
  6. Save/load — persist character, inventory, quest progress, world flags, with versioning.
  7. Economy + progression gating — gold/shops; gate power behind level/quest/region.
  8. UI — HUD, inventory, quest log, dialogue box, character sheet.

Design knobs

KnobEffectNotes
XP curve shapepacing of powerFast early, slow late (see refs).
Stat→derived scalingbuild diversityOne attribute shouldn't dominate.
Damage formulatactical feelSubtractive vs. ratio mitigation (refs).
Random variance / critswinginess±10% and ~1.5× crit are safe defaults.
Drop rates / economyreward cadenceAvoid trivializing shops with loot.
Power gatingdifficulty gatingLevel/region/quest locks.
Reversible modifiersbuff/gear correctnessLayer mods; never edit base stats.
Choice consequencerole-play weightQuest/dialogue flags should branch outcomes.

Patterns

1. Derived stats from base attributes (recompute, never store as truth)

# Pseudocode. Base attributes are the only "truth"; combat stats are derived each time.
def derive(base, mods):
    s = apply_modifiers(base, mods)          # base + flat adds + percent, then clamp
    return {
        "max_hp":  20 + s["VIT"] * 8,
        "attack":  s["STR"] * 2,
        "defense": s["VIT"] + s["AGI"] * 0.5,
    }
# Equipping pushes a modifier; unequipping pops it. HP/attack recompute automatically.

2. XP curve + level-up

# Pseudocode. Quadratic curve: fast early levels, long late ones.
def xp_to_next(level, base=100): return base * level * level

def gain_xp(actor, amount):
    actor.xp += amount
    while actor.xp >= xp_to_next(actor.level):
        actor.xp -= xp_to_next(actor.level)
        actor.level += 1
        actor.base["STR"] += 2; actor.base["VIT"] += 2   # grant gains / skill points
        on_level_up(actor)                                # heal, unlock, notify

3. Quest objective update driven by game events

# Pseudocode. Game events advance matching objectives; completion grants rewards.
def on_event(kind, data):
    for q in active_quests:
        for obj in q.objectives:
            if obj.event == kind and matches(obj, data) and not obj.done:
                obj.count += 1
                if obj.count >= obj.needed: obj.done = True
        if all(o.done for o in q.objectives):
            q.state = "complete"                # turn-in grants xp/gold/items

Pitfalls / failure modes

  • Editing base stats for buffs/gear → values drift and corrupt on save/reload. Keep a

modifier layer; push/pop it (Pattern 1).

  • Storing derived stats as truth → desync after a stat change. Recompute from base.
  • Runaway XP/damage numbers → either an exponential curve with no cap or a subtractive

formula at huge values. Pick a curve and a formula family deliberately (refs).

  • Content as code → every item/quest hardcoded. Define items, enemies, and quests as

data (godot-resources / unity-scriptableobjects).

  • Save format with no version field → old saves break on update. Add a version and a

migration path from day one (see save-systems).

  • Choices without consequences → dialogue branches that reconverge immediately feel hollow.

Set flags that actually change later quests/world state.

  • Quest progress not persisted → reloading loses mid-quest state. Save quest state, not

just completion.

Composition (build it from these skills)

  • Dialogue: dialogue-systems (Yarn Spinner / Ink) — branching lines, conditions, variables.
  • Persistence: save-systems — character, inventory, quest flags, world state, versioning.
  • Content data: godot-resources / unity-scriptableobjects — items, enemies, quests, skills as assets.
  • Combat AI: game-ai for enemy behavior; for turn order reuse the scheduler idea in roguelike.
  • UI: game-ui-ux for HUD/menu layout, resolution scaling, and controller/keyboard nav; godot-ui-control for the concrete inventory, quest log, character sheet, and dialogue box.
  • World: level-design plus your engine's tilemap/3D skill (godot-tilemap, godot-3d-essentials).

References

  • For stat/damage formulas, leveling curves, turn-vs-action combat timelines, inventory/equipment

data shapes, and the quest state model, read references/stats-combat-quests.md.

Score

0–100
55/ 100

Grade

C

Popularity15/30

882 installs — growing adoption.

Completeness19/30

Documented: full SKILL.md body, one-line install. Missing: description, category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Rpg skill score badge previewScore badge

Markdown

[![Rpg skill](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/rpg/badges/score.svg)](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/rpg)

HTML

<a href="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/rpg"><img src="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/rpg/badges/score.svg" alt="Rpg skill"/></a>

Rpg FAQ

How do I install the Rpg skill?

Run “npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill rpg” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Rpg skill do?

> The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Rpg skill free?

Yes. Rpg is a free, open-source skill published from gamedev-skills/awesome-gamedev-agent-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Rpg work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Rpg works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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