Agent skill

rpg

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

gamedev-skillsgithub.com/gamedev-skillsGitHub ↗
claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Engine-agnostic design patterns; snippets are pseudocode (port to your engine)
Path: skills/genres/rpg/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the 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

What's inside
Steps it walks through
  1. When to use
  2. Core loop
  3. Must-have systems
  4. Design knobs
  5. Patterns
  6. 1. Derived stats from base attributes (recompute, never store as truth)
  7. 2. XP curve + level-up
  8. 3. Quest objective update driven by game events
  9. Pitfalls / failure modes
  10. Composition (build it from these skills)
  11. References
Ships with 1 file
  • references/stats-combat-quests.md
More from awesome-gamedev-agent-skills
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About this skill
What does the rpg skill do?

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going