gat-story — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited gat-story (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
This skill explores and documents a game's narrative through open-ended writer interview. Spawn gat-writer for narrative reasoning. Spawn gat-designer or gat-artist only when story choices need design-system or visual-direction checks. Pick questions from the angle table below — follow the conversation, not a script.
discuss → Mode: discuss (no files written, exploration only)story (produces narrative docs under gat/narrative/)Check whether these files exist:
gat/overview/game.mdgat/overview/systems-index.mdgat/overview/art-direction.mdgat/narrative/story.mdgat/narrative/world.mdgat/narrative/characters.mdgat/narrative/quests.mdgat/narrative/dialogue.mdIf foundational overview docs exist, read them before asking questions that they already answer. If they are missing, proceed only with high-level narrative brainstorming and note that final narrative docs may need revision after /gat-brainstorm establishes the game overview and systems.
AskUserQuestion for concrete options where the user needs to choose.
whatever dimension is most useful next.
character arcs, world logic, quest structure, dialogue voice, or consistency checks.
ownership, progression, player agency, or content volume.
character/world art hooks, readability, motifs, or asset groups.
When the user has a fuzzy story idea, make it playable and specific through curious questioning.
How to drill:
character choice, or player action creates that feeling.
quest, item text, environment, UI, systemic event, or cutscene.
pressure the player, and whether they change.
tone, world texture, relationship dynamic, mystery shape, or dialogue style.
whether consequences are cosmetic, systemic, or story-changing.
resources, locations, or mechanics.
player role, stakes, or content scope first.
Signals that something is still vague and needs more drilling:
("dark", "emotional", "epic", "mysterious", "cozy")
If a concept hint was provided, first spawn gat-writer to extract what the hint already answers. Briefly summarize what's established so the user can confirm or correct before diving in. Skip if no hint.
Pick questions from any angle below. There is no fixed order — follow the thread that matters most at each moment. The table is a palette, not a checklist.
| # | Angle | Purpose | Example prompts |
|---|---|---|---|
| 1 | Narrative Need | Decide whether the game needs light flavor, authored story, or deep narrative systems | How much story does this game need to work? Could it be mostly atmospheric, or does it need plot progression? |
| 2 | Player Role | Anchor story to the player's fantasy and verbs | Who is the player in the world? What do they do that matters narratively? |
| 3 | Premise & Conflict | Define the situation and pressure | What is wrong with the world when play begins? Who or what opposes the player? |
| 4 | Stakes | Make outcomes meaningful | What happens if the player fails? Are the stakes personal, communal, cosmic, comedic, or material? |
| 5 | Theme | Clarify what the story is about beneath plot | What question does the story keep asking? What value is being tested? |
| 6 | Tone | Set the audience contract | Should this feel sincere, tragic, funny, eerie, heroic, cozy, satirical, or something else? |
| 7 | Structure | Shape story progression | Is the story linear, episodic, hub-based, branching, cyclical, or emergent? |
| 8 | World Rules | Build coherent setting constraints | What facts about the world must always be true? What can never happen here? |
| 9 | Factions & Power | Create social pressure and conflict | Who holds power? Who wants change? What resources are scarce? |
| 10 | Locations | Turn setting into playable places | Which places must the player visit, revisit, or transform? What does each location do for the story? |
| 11 | Characters | Define cast function and arcs | Who matters to the player? What does each major character want, and how do they change? |
| 12 | Antagonism | Clarify opposition | Is the antagonist a person, system, environment, mystery, inner flaw, or rival goal? |
| 13 | Relationships | Create emotional stakes | Which relationships carry the story? Ally, rival, mentor, dependent, enemy, community? |
| 14 | Quests & Beats | Map narrative into player action | What are the key story beats, and what does the player do during each one? |
| 15 | Choice & Consequence | Bound interactivity | Which choices matter? Are consequences immediate, delayed, cosmetic, mechanical, or ending-related? |
| 16 | Dialogue & Voice | Define how characters sound | How talkative is the game? Do characters speak in full conversations, short barks, UI text, or silent implication? |
| 17 | Environmental Storytelling | Express story without exposition | What should the player infer from spaces, props, signs, ruins, UI, enemies, or routines? |
| 18 | Lore Budget | Prevent scope creep | How many factions, named NPCs, locations, lore entries, quests, and endings are reasonable for MVP? |
| 19 | Art Hooks | Connect narrative to visuals | What motifs, silhouettes, symbols, color meanings, or materials should art direction carry? |
| 20 | Sensitivity & Rating | Avoid harmful or mismatched content | Are there themes that need content warnings, cultural review, age-rating limits, or softer handling? |
| 21 | Localization & Readability | Keep text producible and readable | How text-heavy can the game be? Does dialogue need to be easy to localize, skip, replay, or summarize? |
If they lead with setting, start with world rules. If they lead with mechanics, start with player role and story delivery.
turns it into a beat, role, rule, or delivery method.
Use AskUserQuestion only when choosing among concrete narrative proposals.
character arc set, quest structure, or consistency pass. Present the result, then ask what to keep or change.
point it out and resolve the tension.
storyBefore writing, summarize what's been decided across premise, world, characters, structure, delivery, scope, and open questions. Ask:
"Ready to write the narrative docs?" Options:Yes, write them/Let me keep discussing
If yes, read the relevant templates:
.claude/docs/templates/design/narrative-story.md.claude/docs/templates/design/narrative-world.md.claude/docs/templates/design/narrative-characters.md.claude/docs/templates/design/narrative-quests.md.claude/docs/templates/design/narrative-dialogue.mdSpawn gat-writer to write the narrative docs under gat/narrative/.
Always write or update:
gat/narrative/story.mdWrite or update these only when the game needs them:
gat/narrative/world.md for setting rules, factions, locations, culture, or environmental storytellinggat/narrative/characters.md for named cast, factions-as-characters, voice, arcs, or relationshipsgat/narrative/quests.md for authored missions, story objectives, progression beats, or branching consequencesgat/narrative/dialogue.md for conversations, barks, VO, UI narrative text, or reusable voice rulesPass all interview answers, existing overview/narrative files, and the selected templates. Instruct the writer to preserve template metadata and source-reference sections, mark uncertain material as open questions, and keep outputs concise.
discussSummarize what was decided and what remains open. No files written.
Suggest:
/gat-story (without discuss) to turn this discussion into narrative docs/gat-milestone to plan milestone slices after overview (and narrative, if needed) are readySummarize what was created or discussed.
If narrative docs were written, suggest next steps:
/gat-milestone to plan milestone slices (milestone planning runs BEFORE per-system design; do NOT run /gat-design directly from here)gat/overview/systems-index.md (via /gat-brainstorm or directly) before planning milestones~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.