Agent skill

Quest Design Patterns

by revfactory in revfactory/harness-100

A specialized skill for the quest-designer agent covering quest design patterns.

Apache-2.0Auto-check passedDevelopment

Install Quest Design Patterns

skills CLI
$ npx skills add revfactory/harness-100 --skill quest-design-patterns -a claude-code

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

GitHub CLI
$ gh skill install revfactory/harness-100 quest-design-patterns --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/revfactory/harness-100.git skills-src && mkdir -p .claude/skills && cp -r skills-src/en/05-game-narrative/.claude/skills/quest-design-patterns .claude/skills/quest-design-patterns && 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
quest-design-patterns
GitHub stars
1.3k
Token cost
~1.7k tokens
SKILL.md length
540 words
Files
1
Skills in repo
464
Repo updated
First seen
Licence
Apache-2.0

At a glance

A specialized skill for the quest-designer agent covering quest design patterns.

  • Mission structure
  • SKILL.md covers Why Patterns Are Needed, 12 Quest Archetypes, Quest Structure Design:… and Reward Psychology: DRIP Model, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Tasks that involve Design patterns

What it does

Quest Design Patterns is an agent skill from revfactory/harness-100. A specialized skill for the quest-designer agent covering quest design patterns. Provides quest archetypes, reward psychology, difficulty curves, and player motivation frameworks. Use for 'quest design,' 'reward systems,' 'mission structure,' 'quest patterns,' and similar topics.

Its SKILL.md is about 1.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Development, covering Design patterns. The licence is Apache-2.0.

When your agent uses it

  • Mission structure
  • Tasks that involve Design patterns

Example prompts

  • “quest design,”
  • “reward systems,”
  • “mission structure,”
  • “/quest-design-patterns”

What it can do on your machine

Read from SKILL.md and the folder at commit 8e8d35c. 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.

    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

Quest Design Patterns loads about 1.7k tokens when it runs. Until then it costs about 76 tokens; SKILL.md has 540 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~76
When it runs · the whole SKILL.md, loaded when a task matches
~1.7k

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 revfactory/harness-100 at commit 8e8d35c, republished under its Apache-2.0 licence (© revfactory). 540 words, ~1,697 tokens.

Download SKILL.mdSave it as .claude/skills/quest-design-patterns/SKILL.md (or your agent's skills folder).
name
quest-design-patterns
description
A specialized skill for the quest-designer agent covering quest design patterns. Provides quest archetypes, reward psychology, difficulty curves, and player motivation frameworks. Use for 'quest design,' 'reward systems,' 'mission structure,' 'quest patterns,' and similar topics.

Quest Design Patterns — Quest Design Pattern Methodology

Specialized game design knowledge used by the quest-designer agent when designing main/side quests.

Why Patterns Are Needed

Quests are the glue connecting narrative and gameplay. If the game just repeats "go kill 10 of these," players will disengage. Combining diverse structural patterns is what keeps players saying "just one more quest."

12 Quest Archetypes

Combat/Action Category
#ArchetypeCore LoopNarrative FunctionRisk Factor
1HuntEliminate a specific targetThreat removal, proving heroismCan become repetitive -> Give the target a story
2DefenseProtect a base/NPCSense of responsibility, time pressureFrustration on failure -> Provide partial success options
3PursuitTrack a fleeing targetTension, spatial utilizationRepeated failure -> Adjust difficulty with staged clues
Exploration/Discovery Category
#ArchetypeCore LoopNarrative FunctionRisk Factor
4ExplorationDiscover unknown regionsWorld-building expansion, curiosityLoss of direction -> Guide with environmental storytelling
5CollectionGather items/informationDeepening world understandingTedious errands -> Add mini-narrative to each item
6PuzzleSolve puzzles/ciphersIntellectual achievement, learning world rulesGetting stuck -> Provide tiered hint system
Social/Relationship Category
#ArchetypeCore LoopNarrative FunctionRisk Factor
7EscortAccompany an NPCRelationship building, character developmentSlow NPC -> Ensure AI behavior quality
8NegotiationResolve through dialogueExploring faction relations, role-playingObvious answer -> Assign a cost to every choice
9DeliveryCarry goods/informationWorld traversal, NPC networkSimple travel -> Insert events during travel
Variant/Composite Category
#ArchetypeCore LoopNarrative FunctionRisk Factor
10InfiltrationAchieve objective undetectedTension, alternative play styleDetection=failure prohibited -> Switch to combat on detection
11CompetitionCompete against NPCs/playersAchievement, social comparisonUnfairness -> Visual progress indicators
12DilemmaIrreconcilable choicesMoral weight, player identityCorrect answer exists -> Ensure every choice has pros and cons

Quest Structure Design: 3-Layer Architecture

[Surface Layer] What the player sees: "The village elder asks you to find herbs"
[Mechanical Layer] What the game tracks: Travel -> Collect -> Combat -> Return + Flag changes
[Narrative Layer] What the story conveys: The elder's hidden past, the true purpose of the herbs
Surface Layer Design Rules
  • The objective must be immediately understandable — "What do I need to do?" is grasped within 3 seconds
  • There must be 2 or more paths to the objective — combat/stealth/persuasion
  • Progress must be visible — 0/5 -> 3/5 -> Complete
Show full SKILL.md (212 more words)Show less
Mechanical Layer Design Rules
  • Quest steps should be 3-7 stages (under 3: too simple, over 7: fatigue)
  • Each step should utilize different game mechanics — combat -> dialogue -> exploration variations
  • Define failure states — What happens on failure? (Retry/Branch/Permanent consequence)
Narrative Layer Design Rules
  • After completing a quest, the player should learn at least 1 new thing about the world
  • NPC requests have hidden motivations — the surface reason and the real reason
  • Quest outcomes should affect subsequent quests — no isolated quests

Reward Psychology: DRIP Model

ElementDescriptionApplication
DelayedDelayed rewards — non-immediate rewardsMain quest rewards come at chapter end
RandomRandom rewards — variable ratio reinforcementLoot probability systems
IntrinsicIntrinsic rewards — story, character growthEmotional cutscenes, relationship changes
ProgressiveProgressive rewards — cumulative achievementAchievements, titles, skill trees
Reward Balance Formula
Quest Reward Value = (Time Required x Base Reward Rate) x Difficulty Coefficient x Choice Bonus

- Base Reward Rate: Baseline experience/gold per minute
- Difficulty Coefficient: Easy(0.8), Normal(1.0), Hard(1.5), Hidden(2.0)
- Choice Bonus: 1.2x-1.5x for completing bonus objectives/moral choices

Difficulty Curve Design

Ideal Difficulty Curve: Sawtooth Pattern
Difficulty
  ^
  |    /\      /\        /\
  |   /  \    /  \      /  \
  |  /    \  /    \    /    \    <- Each tooth = quest chain
  | /      \/      \  /      \
  |/                \/        \
  +----------------------------> Progress
  • Each tooth's peak: Boss battle or key branching point
  • Each tooth's valley: Recovery quests, story development, exploration
  • Overall slope: Gradual increase — Chapter 1's highest difficulty < Chapter 3's lowest difficulty
Main vs. Side Quest Placement
ProgressMain QuestSide Quest Role
0-20%Tutorial + World introductionBasic mechanics learning
20-40%First crisisAdding depth to factions/characters
40-60%Twist + New objectiveDiscovering hidden narratives
60-80%Final preparationSecuring key items/alliances
80-100%Climax + EndingEpilogue, hidden content

Quest Document Template

### Quest: [Title]
- **ID**: Q_[Chapter]_[Number]
- **Type**: Main / Side / Hidden
- **Archetype**: [Choose from the 12 archetypes]
- **Prerequisite Quest**: Q_XX_XX
- **Recommended Level**: Lv.XX

#### Overview
[1-2 sentence summary]

#### Trigger Conditions
[Quest start conditions]

#### Steps
1. [Action] — [Game Mechanic] — [Narrative Function]
2. ...

#### Branches
- Choice A: [Result] -> [Subsequent impact]
- Choice B: [Result] -> [Subsequent impact]

#### Rewards
- Experience: X / Gold: X / Item: [Name]
- Narrative Reward: [Relationship changes, new information]

#### Flag Changes
- SET: [flag_name] = [value]

© revfactory, 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

Just SKILL.md in en/05-game-narrative/.claude/skills/quest-design-patterns of revfactory/harness-100.

Open the folder on GitHubat commit 8e8d35c

Compare with similar skills

Quest Design Patterns 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.

Quest Design Patterns compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Quest Design Patterns this skillrevfactory/harness-1001.3k—~1.7kAutomated safety check: PassApache-2.0
Swiftui View RefactorDimillian/Skills4k5 repos~2kAutomated safety check: PassMIT
RTK Rust Design Patternsrtk-ai/rtk83k—~1.9kAutomated safety check: PassApache-2.0
Effect Client WrapperUsefulSoftwareCo/executor4.1k1 repos~1.4kAutomated safety check: PassMIT
Architecture PatternsKartikLabhshetwar/better-shot2.4k2 repos~1.4kAutomated safety check: PassCustom licence
GitVersion .NET DevelopmentGitTools/GitVersion3.1k—~1.7kAutomated safety check: PassMIT

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Categories

Questions about Quest Design Patterns

What does Quest Design Patterns do?

A specialized skill for the quest-designer agent covering quest design patterns. Quest Design Patterns is an agent skill from revfactory/harness-100. A specialized skill for the quest-designer agent covering quest design patterns.

When should I use Quest Design Patterns?

Quest Design Patterns fits situations like: mission structure; tasks that involve Design patterns.

How do I install Quest Design Patterns in Claude Code?

Run `npx skills add revfactory/harness-100 --skill quest-design-patterns -a claude-code`. Or copy the skill folder (en/05-game-narrative/.claude/skills/quest-design-patterns in revfactory/harness-100) into .claude/skills/quest-design-patterns in your project. Claude Code loads it when a task matches its description.

How do I install Quest Design Patterns in Codex?

Run `npx skills add revfactory/harness-100 --skill quest-design-patterns -a codex`. Or copy the skill folder (en/05-game-narrative/.claude/skills/quest-design-patterns in revfactory/harness-100) into .agents/skills/quest-design-patterns in your project. Codex loads it when a task matches its description.

Can I use Quest Design Patterns 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 revfactory/harness-100 --skill quest-design-patterns -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/quest-design-patterns, .gemini/skills/quest-design-patterns, .github/skills/quest-design-patterns and .opencode/skills/quest-design-patterns in your project.

What does Quest Design Patterns need to run?

SKILL.md names no scripts, command-line tools or credentials: Quest Design Patterns is instructions for the agent only.

Does Quest Design Patterns 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 Quest Design Patterns 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 Quest Design Patterns use?

Quest Design Patterns 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 Quest Design Patterns use?

About 1.7k tokens (SKILL.md is roughly 6.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Quest Design Patterns?

Skills that share tags, products or a category with Quest Design Patterns: Swiftui View Refactor (Dimillian/Skills, 4k stars), RTK Rust Design Patterns (rtk-ai/rtk, 83k stars), Effect Client Wrapper (UsefulSoftwareCo/executor, 4.1k stars) and Architecture Patterns (KartikLabhshetwar/better-shot, 2.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Quest Design Patterns?

revfactory (a GitHub user) maintains it in revfactory/harness-100, which has 1,290 GitHub stars. The repository holds 464 skills in this directory. The repository was last updated on March 22, 2026.

Source: revfactory/harness-100 on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.