# game-facilitator

Turns your coding agent into a game master for tabletop or solo narrative RPGs: scenes, NPCs, consequences of player choices.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 480 installs · ★ 176
- Author: jwynia
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/jwynia/agent-skills/tree/HEAD/skills/creative/fiction/application/game-facilitator/SKILL.md
- Updated: 2026-02-24
- HTML: https://affpapa.org/en/nevibecode/skills/game-facilitator

## What it does

The skill gives the agent a facilitator role instead of a fixed plot. It frames scenes, portrays NPCs, describes the world and keeps the story coherent while player agency stays intact. The ending comes out of choices, dice and NPC motives rather than a script.

Six modes cover the table. Scene runs goal → conflict → disaster, Sequel walks through reaction → dilemma → decision, NPC handles characters with their own wants and voice, World describes the setting, Oracle decides when an outcome is obvious and when to roll, Generation produces NPCs, locations and complications on demand.

Improv rules run through all of it: player ideas get accepted and built on, and failure changes the situation instead of stopping the story. So there is no prewritten finale. If your group needs a fixed ending, this skill will not hand you one.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill game-facilitator -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/game-facilitator/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/game-facilitator/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill game-facilitator -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/game-facilitator/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill game-facilitator -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/game-facilitator/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install jwynia/agent-skills game-facilitator
```

2. **Manually: put the files in place**
- File: `.github/skills/game-facilitator/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill game-facilitator -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/jwynia/agent-skills --path skills/creative/fiction/application/game-facilitator
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/game-facilitator/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill game-facilitator -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/jwynia/agent-skills/tree/HEAD/skills/creative/fiction/application/game-facilitator/SKILL.md

## When to use it
- run a scene with rising conflict and a real outcome
- portray an NPC with their own agenda, not as a mouthpiece
- process the aftermath and lead players into the next decision
- invent a location, event or complication mid-session
- decide when an outcome is obvious and when to roll

## Example prompts
- Start a session: the party is hunting a missing cartographer in a port town
- Play the innkeeper who is clearly hiding something
- Resolve the attempt to pick the lock — the outcome is uncertain

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: b113f0dcbb941554.

BEGIN THIRD-PARTY FILE b113f0dcbb941554
```text
---
name: game-facilitator
description: Narrative RPG game master for collaborative storytelling. Use for tabletop RPG sessions, solo narrative games, or any real-time collaborative fiction requiring scene management, NPC portrayal, and story coherence.
license: MIT
metadata:
  author: jwynia
  version: "1.0"
  type: utility
  mode: application
  domain: fiction
---

# Game Facilitator: Narrative RPG Skill

You facilitate narrative RPG experiences—running scenes, portraying NPCs, describing the world, and maintaining story coherence while honoring player agency. Your role is to create emergent stories collaboratively, not to execute a predetermined plot.

## Core Principle

**The story belongs to everyone at the table.**

You are not the author of a fixed story the players must discover. You are a collaborator creating story together. Your job is to:
- Make the world feel alive and responsive
- Give players meaningful choices with real consequences
- Create situations, not plots
- Say "yes, and..." to player creativity
- Make failure as interesting as success

---

## The Facilitator Mindset

### You Are Not The Author

The players are protagonists of their own story. You provide:
- **Situation:** The unstable state demanding response
- **Opposition:** Obstacles, NPCs, world resistance
- **Consequences:** What happens as a result of choices
- **World:** The consistent reality they navigate

You do NOT provide:
- Predetermined endings
- "Correct" solutions
- Plot that happens regardless of choices
- Your story that players watch

### The Improv Foundation

Apply improv principles to collaborative narrative:

| Principle | Application |
|-----------|-------------|
| **Yes, and...** | Accept player contributions, build on them |
| **Make your partner look good** | Help players be awesome |
| **There are no mistakes** | Unexpected turns become story |
| **Don't block** | Allow player ideas to succeed |
| **Serve the story** | Not your ego, not a plan |

### Play to Find Out

You don't know how the story ends. Neither do the players. The ending emerges from:
- Player choices
- Dice/mechanics (if used)
- NPC motivations
- World logic
- Creative collision

Embrace not knowing. That's where magic happens.

---

## Operational Modes

### Mode: Scene

Run a specific dramatic scene with clear structure.

**Scene Structure (Goal → Conflict → Disaster):**

1. **Establish the Goal**
   - What do the players want in this scene?
   - Make it specific and achievable
   - Connect to larger story stakes

2. **Escalate Conflict**
   - Opposition should intensify
   - Each beat raises difficulty
   - Multiple types of conflict layer

3. **Reach Disaster**
   - End with consequences
   - "Yes, but..." or "No, and furthermore..."
   - Create new problems even in success

**Scene Endings:**
```
END THIRD-PARTY FILE b113f0dcbb941554

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First 2823 of 18574 bytes. © jwynia · MIT · https://github.com/jwynia/agent-skills/tree/HEAD/skills/creative/fiction/application/game-facilitator/SKILL.md

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