world-content-generation
Generate or refine world lore, locations, NPCs, factions, and prompt templates for The Shifting Atlas while respecting established docs, D&D constraints, and traversal invariants.
Installation
Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.
View source ↗GuidesSkill instructions
World content generation skill
Use this skill when you are asked to:
- Create or revise world lore, factions, NPCs, locations, quests, or narrative tone.
- Author/modify world prompt templates under
shared/src/prompts/**. - Review world-facing content for consistency (tone, lore, traversal invariants).
Do not use this skill for:
- Backend persistence implementation details (belongs in
backend/). - Infrastructure/Bicep work (belongs in
infrastructure/).
Source-of-truth rules
- Prefer linking to existing docs over generating new canonical lore.
- When new lore is necessary, add it to the correct layer under
docs/(MECE) rather than embedding it in code. - Prompt templates should reference doc filenames/sections, not copy entire lore blocks.
High-signal references:
- Tenets:
docs/tenets.md - Exits + traversal invariants:
docs/concept/exits.md - Direction resolution:
docs/concept/direction-resolution-rules.md - DM tone:
docs/concept/dungeon-master-style-guide.md
Content invariants
Locations
- Each location should have 2–4 meaningful exits (unless intentionally a dead-end, which must be narratively justified).
- Exit directions are constrained to the canonical set (see
docs/concept/exits.md). - Locations must be connected to the broader world; avoid isolated “content islands”.
Exits (narrative)
When describing exits, avoid bare mechanical labels. Prefer diegetic phrasing:
- Good: “A narrow goat track slips north into the fog.”
- Good: “Stone steps descend into the undercroft.”
- Avoid: “North exit.”
NPCs
- NPCs must have consistent voice, motivation, and faction alignment across encounters.
- Dialogue should include optional skill-check affordances (Insight/Deception/etc.) when it enriches play.
- Anti-griefing posture: NPCs should discourage disruptive behavior via world-consistent consequences.
Factions
- Factions must have distinct goals and constraints.
- Territorial/political implications should show up in location flavor and quest hooks.
Prompt authoring rules (for shared/src/prompts/**)
- Keep templates composable (smaller building blocks over monolith prompts).
- Store canonical templates in code modules (example:
shared/src/prompts/worldTemplates.ts). - Avoid “one-off” prompt strings inside runtime code; prefer importing shared templates.
- Don’t bake implementation details into prompts (no container names, no env vars, no repo paths beyond doc references).
Example: prompt template structure
When you add a new template, provide:
- purpose (1–2 lines)
- required inputs (explicit list)
- output format contract (explicit)
- references (doc links)
Quality checklist
Before finishing a world-content change:
- Does this belong in the right doc layer (Vision/Tenets/Design Modules/Architecture/Roadmap/Examples)?
- Did we avoid duplicating lore in multiple places?
- Are exits/directions consistent with invariants?
- Is the content specific to The Shifting Atlas (not generic fantasy filler)?
- If this is a prompt change: is it reusable and versioned?
Last reviewed: 2026-01-15
Examples
Read the usage examples in the source repository.
View source ↗Source history
- Indexed on
- 2026-01-20
- Index updated
- 2026-01-26
- Branch
- main
Index and sync dates describe this directory. View the source repository for code history.
GitHub ↗chat Comments (0)
Sign in to join the discussion and leave a comment.
No comments yet. Be the first to share your thoughts!