Token导航 LogoToken导航TokenDH.com
研究检索external-servicegithub未标认证来源可访问clear审计未展示

generate-quests生成任务

Agent Skill

generate-quests 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

192

周安装

8

GitHub Stars

公开资料未说明

下载量

64
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:generate-quests(生成任务)
来源仓库:https://github.com/hopeoverture/worldbuilding-system
仓库路径:skills/generate-quests
安装命令:
npx skills add hopeoverture/worldbuilding-system --skill "generate-quests"
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

AgentSkills.tonpx skills
npx skills add hopeoverture/worldbuilding-system --skill "generate-quests"

简介

generate-quests 用于生成任务导向的内容,支持基于上下文创建结构化任务列表。

  • 适用于 Codex、Claude、Cursor、Gemini CLI 中需要拆解复杂目标为可执行步骤的场景。
  • 通过 npx skills add 命令从 GitHub 安装,建议结合项目类型调整任务粒度与格式。
  • 使用前应明确任务输出用途,确保符合实际业务流程与合规要求。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Generate Quests

Generate quests for: $ARGUMENTS

Overview

Creates adventure content tied to existing world entities:

  1. Bounty board postings (monster hunts, wanted criminals)
  2. Mystery hooks (investigations, unexplained events)
  3. Faction missions (organization-specific tasks)
  4. Personal quests (character-driven stories)
  5. Political intrigue (espionage, diplomacy)
  6. Dungeon delves (exploration, treasure hunting)
  7. Rescue/escort missions
  8. Moral dilemmas (no easy answers)

Instructions

Step 1: Determine Scope

  1. Parse $ARGUMENTS for:

- World name (generate world-wide hooks) - Region name (regional adventures) - Settlement name (local quests) - Organization name (faction missions) - Character name (personal quests) - Type filter (bounties, mysteries, etc.)

  1. Read relevant entities:

- World Overview for themes - Location entities for setting - Organization entities for factions - Character entities for NPCs - History for background

  1. Identify quest-worthy elements:

- Unresolved conflicts - Mentioned threats - NPC goals and problems - Geographic mysteries - Historical secrets

Step 2: Present Quest Generation Plan

=== QUEST GENERATION: [Scope] ===

Scope: [World/Region/Settlement/Faction]
Existing Hooks Found: [X] in current entities
Recommended Level Range: [Based on area threats]

Proposed Quest Types:

1. BOUNTIES ([X] quests)
   - Monster hunts
   - Wanted criminals
   - Dangerous beasts

2. MYSTERIES ([X] quests)
   - Investigations
   - Disappearances
   - Strange occurrences

3. FACTION MISSIONS ([X] quests)
   - [[Faction A]] needs...
   - [[Faction B]] needs...

4. DUNGEONS & EXPLORATION ([X] quests)
   - [[Site A]]: [Hook]
   - [[Site B]]: [Hook]

5. POLITICAL INTRIGUE ([X] quests)
   - Espionage
   - Diplomacy
   - Succession

6. MORAL DILEMMAS ([X] quests)
   - No easy answers

7. PERSONAL QUESTS ([X] quests)
   - For [[NPC A]]
   - For [[NPC B]]

Target Total: [20-30] quest hooks

Proceed? (yes/customize/focus on type)

Step 3: Generate Bounty Board Quests

Bounty Types:

  1. Monster Hunt - Kill a dangerous creature
  2. Wanted Criminal - Capture/kill an outlaw
  3. Beast Control - Clear an infestation
  4. Dangerous Terrain - Make an area safe
  5. Creature Capture - Bring back alive

For each bounty:

### [Bounty Title]

**Type:** [Monster Hunt/Wanted/etc.]
**Posted By:** [[NPC or Organization]]
**Location:** [[Area]]
**Reward:** [GP amount] / [Other rewards]

**The Posting:**
> *[Flavor text as it appears on board]*
> *WANTED: [Target]. [Reason]. [Reward].*
> *—[[Poster]]*

**The Target:**
- Name/Type: [[Creature or NPC]]
- Threat Level: [CR or danger assessment]
- Last Seen: [[Location]]
- Distinguishing Features: [Identification details]

**The Truth:**
[What's actually going on - complications]

**Investigation Leads:**
1. [[NPC]] knows [information]
2. [[Location]] has [evidence]
3. [Other lead]

**Confrontation:**
- Location: [[Lair/Hideout]]
- Defenses: [What protects target]
- Allies: [Who aids target]

**Complications:**
- [Twist 1]
- [Twist 2]

**Outcomes:**
- Kill target: [Consequences]
- Capture alive: [Consequences + bonus]
- Let go: [Consequences]
- Discover truth: [New opportunities]

**Level Range:** [X-Y]
**Estimated Sessions:** [1-3]

Step 4: Generate Mystery Quests

Mystery Types:

  1. Missing Person - Someone vanished
  2. Murder Investigation - Someone died
  3. Strange Phenomenon - Unexplained events
  4. Stolen Item - Something was taken
  5. Hidden Conspiracy - Deeper plot
  6. Ancient Secret - Historical mystery

For each mystery:

### [Mystery Title]

**Type:** [Missing Person/Murder/etc.]
**Hook:** [[NPC]] approaches party or [how they learn]
**Location:** [[Area]]
**Reward:** [Payment/Favor/Information]

**The Hook:**
[2-3 sentences - what the party learns initially]

**What Happened:**
[The actual truth - for GM only]

**The Victim(s):**
- [[NPC]]: [Their role, connection to events]

**The Perpetrator:**
- [[NPC or Entity]]: [Motive and method]

**The Clues:**
| Location | Clue | Leads To |
|----------|------|----------|
| [[Scene 1]] | [Evidence] | [Next lead] |
| [[Scene 2]] | [Evidence] | [Next lead] |
| [[Scene 3]] | [Evidence] | [Next lead] |

**Red Herrings:**
- [False lead 1]
- [False lead 2]

**Key Witnesses:**
- [[NPC 1]]: Knows [information], will share if [condition]
- [[NPC 2]]: Knows [information], hiding because [reason]

**Breakthrough Moment:**
[When/how the truth becomes clear]

**Confrontation:**
- Where: [[Location]]
- The reveal: [How perpetrator is exposed/confronted]
- Their response: [Fight/Flee/Confess/etc.]

**Complications:**
- [Twist 1]
- [Twist 2]

**Resolution Options:**
- Justice: [Legal consequences]
- Vengeance: [Violent resolution]
- Mercy: [Let them go - consequences]
- Cover-up: [Hide the truth - consequences]

**Level Range:** [X-Y]
**Estimated Sessions:** [2-4]

Step 5: Generate Faction Missions

For each major organization, create missions:

Mission Types by Faction:

Faction TypeMission Types
GovernmentTax collection, law enforcement, diplomacy, reconnaissance
GuildTrade escort, rival sabotage, resource acquisition, debt collection
MilitaryPatrol, strike mission, rescue, intelligence gathering
ReligiousPilgrimage escort, relic recovery, heretic hunting, miracle investigation
CriminalHeist, smuggling, intimidation, territory expansion
AcademySpecimen collection, ruins exploration, experiment assistance

For each faction mission:

### [Mission Title]

**Faction:** [[Organization]]
**Mission Giver:** [[NPC]] - [Their role in org]
**Type:** [Mission type]
**Urgency:** [Immediate/Soon/When convenient]

**Briefing:**
> *"[NPC's actual words giving the mission]"*

**Objectives:**
- Primary: [Must accomplish]
- Secondary: [Bonus objective]
- Hidden: [What faction really wants]

**Background:**
[Why this mission matters to the faction]

**Resources Provided:**
- [Equipment/information/contacts]
- [Authority/documentation]

**Complications:**
- [Expected difficulty 1]
- [Unexpected complication]
- [Moral dimension]

**The Mission:**

1. **Phase 1: [Name]**
   - Location: [[Place]]
   - Task: [What to do]
   - Challenge: [Obstacle]

2. **Phase 2: [Name]**
   - Location: [[Place]]
   - Task: [What to do]
   - Challenge: [Obstacle]

3. **Phase 3: [Name]**
   - Location: [[Place]]
   - Task: [What to do]
   - Challenge: [Obstacle]

**Opposition:**
- [[Enemy 1]]: [Their interest]
- [[Enemy 2]]: [Their interest]

**Success Rewards:**
- Payment: [GP/items]
- Reputation: [Standing increase]
- Access: [New opportunities]
- [[Contact]]: [New relationship]

**Failure Consequences:**
- Faction: [How they respond]
- Personal: [Effect on party]
- World: [Broader impact]

**Follow-up Missions:**
- If successful: [Next mission possibility]
- If failed: [Recovery mission possibility]

**Level Range:** [X-Y]
**Estimated Sessions:** [1-3]

Step 6: Generate Dungeon/Exploration Quests

Tie to existing geographic features:

### [Quest Title]

**Site:** [[Dungeon/Ruin/Cave]]
**Hook:** [How party learns of it]
**Reward:** [Treasure/knowledge/favor]

**The Legend:**
[What people say about this place]

**The Truth:**
[What's actually there]

**Why Now:**
[Recent event that makes exploration timely]

**Getting There:**
- Route: [Travel requirements]
- Hazards: [Journey dangers]
- Guide: [[NPC]] available if [condition]

**Site Overview:**

| Area | Challenge | Treasure | Lore |
|------|-----------|----------|------|
| [Area 1] | [Danger] | [Reward] | [Discovery] |
| [Area 2] | [Danger] | [Reward] | [Discovery] |
| [Area 3] | [Danger] | [Reward] | [Discovery] |
| [Boss Area] | [Final challenge] | [Major reward] | [Key revelation] |

**Inhabitants:**
- [[Creature type]]: [Numbers, behavior]
- [[NPC faction]]: [Why they're here]

**The Prize:**
- [[Artifact/Treasure]]: [What it is]
- Location: [Where in dungeon]
- Guardian: [What protects it]

**Complications:**
- [Twist 1]
- [Rival party/faction also seeking]

**Aftermath:**
- Cleared: [What changes]
- Partially cleared: [What remains]
- Failed: [Consequences]

**Level Range:** [X-Y]
**Estimated Sessions:** [2-5]

Step 7: Generate Political Intrigue Quests

### [Quest Title]

**Type:** [Espionage/Diplomacy/Assassination/Sabotage]
**Patron:** [[NPC or Faction]]
**Target:** [[NPC or Faction]]
**Stakes:** [What's at risk]

**The Situation:**
[Political context in 2-3 sentences]

**The Mission:**
[What the patron wants done]

**Why the Party:**
[Why they need adventurers, not professionals]

**The Approach:**
Option A: [Subtle method]
Option B: [Direct method]
Option C: [Alternative approach]

**Key NPCs:**
- [[Target NPC]]: [Their situation, vulnerabilities]
- [[Allied NPC]]: [How they can help]
- [[Opposing NPC]]: [Their counter-moves]

**Locations:**
- [[Location 1]]: [Role in mission]
- [[Location 2]]: [Role in mission]

**Information to Gather:**
- [Secret 1]: Found at [location] from [source]
- [Secret 2]: Found at [location] from [source]

**Obstacles:**
- [Security measure 1]
- [Political complication]
- [Unexpected factor]

**Moral Dimensions:**
- [Ethical concern 1]
- [Ethical concern 2]
- What if the target is [sympathetic revelation]?

**Success Outcomes:**
- For patron: [What they gain]
- For party: [Rewards and consequences]
- For world: [Political shift]

**Failure Outcomes:**
- Caught: [Consequences]
- Exposed: [Consequences]
- Betrayed: [Consequences]

**Level Range:** [X-Y]
**Estimated Sessions:** [2-4]

Step 8: Generate Moral Dilemma Quests

### [Quest Title]

**The Dilemma:** [Core moral question]
**No Easy Answer:** [Why both choices have costs]

**Setup:**
[How the party encounters this situation]

**Side A: [Position Name]**
- Represented by: [[NPC A]]
- Their argument: [Why they're right]
- What they want: [Their goal]
- If they win: [Consequences]

**Side B: [Position Name]**
- Represented by: [[NPC B]]
- Their argument: [Why they're right]
- What they want: [Their goal]
- If they win: [Consequences]

**The Complication:**
[Why the party can't just walk away]

**Hidden Factors:**
- [Something neither side knows]
- [Secret that changes the equation]

**Possible Resolutions:**
1. Support Side A: [Full consequences]
2. Support Side B: [Full consequences]
3. Compromise: [What it looks like, costs to both]
4. Third option: [Creative solution, what it requires]
5. Walk away: [Why it's hard, what happens]

**No Right Answer:**
[Acknowledge that players may disagree - that's the point]

**Aftermath Seeds:**
- [How this decision echoes later]

**Level Range:** [Any - moral weight matters more]
**Estimated Sessions:** [1-2]

Step 9: Generate Personal Quests

Tie to existing NPCs:

### [Quest Title]: [[NPC Name]]'s Story

**NPC:** [[Character Name]]
**Relationship:** [How party knows them]
**Their Need:** [What they want]

**Background:**
[NPC's relevant history]

**The Revelation:**
[How party learns of their need]

**What They Ask:**
> *"[NPC's actual request in their voice]"*

**Why It Matters:**
- To NPC: [Personal stakes]
- To party: [Relationship/reward stakes]
- To world: [Broader implications if any]

**The Journey:**

1. **[Step 1]**
   - Go to: [[Location]]
   - Do: [Task]
   - Learn: [Information]

2. **[Step 2]**
   - Go to: [[Location]]
   - Do: [Task]
   - Overcome: [Challenge]

3. **[Resolution]**
   - Confront: [[Adversary or situation]]
   - Choice: [Decision to make]
   - Outcome: [Result]

**NPC During Quest:**
- Accompanies party: [Yes/No]
- If yes: [Their role, combat ability]
- If no: [Where they wait, their anxiety]

**Rewards:**
- [[NPC]]'s gratitude: [What they offer]
- Relationship: [How bond changes]
- Revelation: [What party learns about NPC]

**If Refused:**
- NPC attempts alone: [What happens]
- Relationship damage: [How it affects things]

**Level Range:** [X-Y]
**Estimated Sessions:** [1-3]

Step 10: Create Quest Board Summary

Compile quests into usable format:

## Quest Board: [[Location]]

*Posted notices, word-of-mouth opportunities, and pressing needs.*

### Active Bounties

| Bounty | Target | Reward | Posted By | Difficulty |
|--------|--------|--------|-----------|------------|
| [Name] | [Target] | [GP] | [[NPC]] | ★★☆☆☆ |
| [Name] | [Target] | [GP] | [[NPC]] | ★★★☆☆ |
| [Name] | [Target] | [GP] | [[NPC]] | ★★★★☆ |

### Rumors & Hooks

| Heard From | Rumor | Actually |
|------------|-------|----------|
| [[NPC]] | "[Rumor]" | [Truth/Hook it leads to] |
| Street talk | "[Rumor]" | [Truth/Hook it leads to] |
| [[Tavern]] | "[Rumor]" | [Truth/Hook it leads to] |

### Faction Opportunities

| Faction | Contact | Mission Available | Standing Required |
|---------|---------|-------------------|-------------------|
| [[Org 1]] | [[NPC]] | [Brief mission] | [None/Friendly/etc.] |
| [[Org 2]] | [[NPC]] | [Brief mission] | [None/Friendly/etc.] |

### Urgent Matters

*Time-sensitive opportunities*

1. **[Urgent Quest]** - [Deadline], [Consequence if missed]
2. **[Urgent Quest]** - [Deadline], [Consequence if missed]

### Long-term Opportunities

*Quests that can wait but offer substantial reward*

1. **[Quest]** - [Brief description]
2. **[Quest]** - [Brief description]

Step 11: Link Quests to Entities

  1. Update NPC files with quest-giving roles
  2. Update location files with quest associations
  3. Update organization files with mission types
  4. Update dungeon files with treasure/danger details
  5. Create new quest document or add to settlement files

Step 12: Summary Report

=== QUEST GENERATION COMPLETE: [Scope] ===

Total Quests Created: [X]

BY TYPE:
- Bounties: [X]
- Mysteries: [X]
- Faction Missions: [X]
- Dungeon Delves: [X]
- Political Intrigue: [X]
- Moral Dilemmas: [X]
- Personal Quests: [X]

BY LEVEL RANGE:
- Tier 1 (1-4): [X] quests
- Tier 2 (5-10): [X] quests
- Tier 3 (11-16): [X] quests
- Tier 4 (17-20): [X] quests

QUEST CHAINS CREATED:
- [Chain 1]: [Quest A] → [Quest B] → [Quest C]
- [Chain 2]: [Quest A] → [Quest B]

KEY NPCs IN QUESTS:
- [[NPC 1]]: Quest-giver for [X] quests
- [[NPC 2]]: Target/subject of [X] quests
- [[NPC 3]]: Antagonist in [X] quests

FACTIONS REPRESENTED:
- [[Faction 1]]: [X] missions
- [[Faction 2]]: [X] missions

LOCATIONS FEATURED:
- [[Location 1]]: [X] quests
- [[Location 2]]: [X] quests

Files Created: [X]
Files Updated: [X]

Suggested Next Steps:
- Prepare [[Quest]] for next session
- Expand [[Dungeon]] for delve quest
- Develop [[NPC]] for personal quest
- Create handout for [[Bounty]]

Quest Quality Guidelines

  1. Entity Integration - Quests use existing world elements
  2. Player Agency - Multiple approaches and outcomes
  3. Moral Complexity - Not just good vs. evil
  4. Scalable Difficulty - Adjustable to party level
  5. Lasting Consequences - Actions matter to the world
  6. NPC Involvement - Real people, not just quest-givers
  7. Variety - Different types for different sessions

Examples

# Generate quests for a world
/generate-quests "Eldermyr"

# Generate for a settlement
/generate-quests "City of Thornhaven"

# Generate for a faction
/generate-quests "The Shadow Hand" --type faction

# Generate specific type
/generate-quests "Ashlands Region" --type bounties

# Generate for level range
/generate-quests "Eldermyr" --levels 5-10

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

mcpjam

27.99%
按下载量换算18

Claude Code

21.65%
按下载量换算14

windsurf

17.57%
按下载量换算11

zencoder

11.96%
按下载量换算8

crush

6.93%
按下载量换算4

cline

3.03%
按下载量换算2

安全审计

暂无安全审计结果可展示。

权限和风险

external-service

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills