Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat.

Apache-2.0Auto-check passedGame Development

Install Rpg

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills rpg --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/genres/rpg .claude/skills/rpg && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
rpg
GitHub stars
1.4k
Token cost
~1.6k tokens
SKILL.md length
571 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat.

  • Works in 3 steps: Derived stats from base attributes… → XP curve + level-up → Quest objective update driven by game…
  • Game Development work in your project
  • SKILL.md covers When to use, Core loop, Must-have systems and Design knobs, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Rpg is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. 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.

Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/stats-combat-quests.md`).

It sits in Game Development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/rpg”

Requirements

  • Python 3

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Derived stats from base attributes (recompute, never store as truth)
  2. XP curve + level-up
  3. Quest objective update driven by game events

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Rpg loads about 1.6k tokens when it runs, and up to ~2.7k if it reads all its reference files. Until then it costs about 48 tokens; SKILL.md has 571 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~48
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 571 words, ~1,576 tokens.

Download SKILL.mdSave it as .claude/skills/rpg/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
rpg
description
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.

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)
python
# 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
python
# 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
python
# 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
Show full SKILL.md (230 more words)Show less

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.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/genres/rpg of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/stats-combat-quests.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Rpg next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Rpg compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Rpg this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.6kAutomated safety check: PassApache-2.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Rpg

What does Rpg do?

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Rpg is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat.

When should I use Rpg?

Rpg fits situations like: game Development work in your project.

How do I install Rpg in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg -a claude-code`. Or copy the skill folder (skills/genres/rpg in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/rpg in your project. Claude Code loads it when a task matches its description.

How do I install Rpg in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg -a codex`. Or copy the skill folder (skills/genres/rpg in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/rpg in your project. Codex loads it when a task matches its description.

Can I use Rpg in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/rpg, .gemini/skills/rpg, .github/skills/rpg and .opencode/skills/rpg in your project.

What does Rpg need to run?

SKILL.md names no scripts, command-line tools or credentials: Rpg is instructions for the agent only. Our summary lists: Python 3.

Does Rpg access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Rpg safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Rpg use?

Rpg is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Rpg use?

About 1.6k tokens (SKILL.md is roughly 6.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.1k tokens, read only when the agent opens those files.

What are the alternatives to Rpg?

Skills that share tags, products or a category with Rpg: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Rpg?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.