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A Claude Code skill that runs a multiplayer choose-your-own-adventure: one scene per turn, then each player chooses in turn order.

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Versión en castellano acá

adventure

A Claude Code skill that runs a multiplayer choose-your-own-adventure at the terminal.

You give it a premise, the players (names and ages) and a maximum number of turns. It runs the story: each turn is one scene told to everybody, and then each player takes their turn in order, gets their own situation and their own menu of choices, and picks one with the arrow keys. The story is paced across the turns you gave it and always lands on a happy ending.

Turn 4/8 · development

The two of them push together, slowly, just a crack. And the top of the
lighthouse is full of birds. Little grey terns, their beaks still soft, dozens of
them. And in the middle of it all, tucked right inside the wheel that turns the
light, there is an enormous nest of grass and seaweed: that is why the crank
jammed.

The lighthouse is not broken. The keeper stopped it himself.

Ana's turn 🔦
  ▸ Go in with the chicks
    Count the chicks
    Run and tell the village

Install

git clone https://github.com/dgutson/adventure-skill.git ~/.claude/skills/adventure

Then start a game with /adventure and tell it what you want to play.

How it works

The skill's job is to stop a long improvised story from turning into a sequence of pleasant turns where nothing happens. It does that with three ideas.

A turn budget. scripts/plan_arc.py splits the turns you allow into roughly 12% intro, 70% development and 18% resolution, and fixes five landmarks: when the goal must be stated, where the midpoint reversal falls, which turn is the low point, when to stop introducing anything new, and which turn is the epilogue. The number you give is a ceiling, not a quota — if the story reaches its ending early, it takes it.

A state file. scripts/record_turn.py records each turn into adventures/<slug>.json — beats, choices, facts, open threads, who is carrying what — and prints back the next turn's structural job. That is what lets a game survive a long session, or be picked up days later with /adventure, and it keeps the bookkeeping out of the model's head.

Per-player turns. Options are written for each player's own age and trait, and are asked one player at a time, so that by the time the second player chooses the first has already acted and the options have changed because of it. Every player's choice has to visibly change what happens next — that is the whole difference between a multiplayer game and a story read aloud.

Setbacks are allowed; losing is not. Nobody dies, nothing is lost forever, and the resolution phase exists so that everything painful gets a way back.

Files

Path What it is
SKILL.md The skill itself: setup, turn format, pacing rules, age calibration
scripts/plan_arc.py Turn budget, landmarks, initial state file
scripts/record_turn.py Records a turn, prints the next turn's job; --retarget to end early
references/story-craft.md Beat patterns per phase, split parties, starter premises

Language

Narration defaults to Spanish and follows whatever language you set up the game in. The skill's own instructions are in English.

About

A Claude Code skill that runs a multiplayer choose-your-own-adventure: one scene per turn, then each player chooses in turn order.

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