Claude-skill-registry adventure
Room-based exploration with narrative evidence collection
git clone https://github.com/majiayu000/claude-skill-registry
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/adventure" ~/.claude/skills/majiayu000-claude-skill-registry-adventure && rm -rf "$T"
skills/data/adventure/SKILL.mdAdventure
"Every directory is a room. Every file is a clue. Navigation is investigation."
Turn exploration into a quest — or any simulation into a hybrid LLM/deterministic CLI.
Lineage: Colossal Cave (Crowther & Woods), Scott Adams Adventures, Zork (Infocom), MUD (Bartle), LambdaMOO (Curtis).
Inherits from: simulation/ — all simulation properties plus adventure-specific state.
[!TIP] This is a general pattern. Text adventure is the reference implementation, but the same architecture powers city sims, cloud management tools, board games — anything where deterministic transforms meet creative narration.
[!TIP] Perfect for codebase archaeology. "Find where the auth bug was introduced" — that's a quest!
The Premise
An adventure creates a player with state, places them in a room, and the LLM dungeon masters them around.
# player.yml name: Alice location: entrance-hall inventory: refs: # Lightweight pointers (weight: 0) - pub/bar/brass-lantern.yml - street/acme-catalog.yml#portable-hole objects: # Deep copies (has weight) - { id: notebook, name: "Notebook", weight: 0.5 } fungibles: # Stacks - { proto: economy/gold.yml, count: 50 } health: 100 notes: "Looking for the lost artifact"
Inventory Protocol: See skills/inventory/ for full TAKE/DROP/BOX/BEAM operations, pointer syntax, and structural editing.
The core loop:
User: "go north" → DM: Updates player.location, describes the new room User: "look around" → DM: Reads room YAML, narrates contents atmospherically User: "take the rusty key" → DM: Moves key to player.inventory, narrates the action
The mapping:
- Directories = Rooms to enter
- Files = Clues, artifacts, characters
- player.yml = Your state (location, inventory, health)
- Chat = How you control your character
- LLM = Dungeon Master (narrates, adjudicates, surprises)
This is Memory Palace with narrative framing and a player character.
Multi-User, Multi-Agent (Engelbart NLS tradition)
Naturally supports multiple simultaneous participants:
# characters/ ├── alice.yml # Human player 1 ├── bob.yml # Human player 2 ├── merchant.yml # NPC (DM-controlled) ├── guard-bot.yml # Autonomous bot (action queue) └── oracle.yml # LLM agent with own goals
Character types:
| Type | Controlled By | Example |
|---|---|---|
| Player Character | Human via chat | Alice exploring the dungeon |
| NPC | DM (LLM) responds when addressed | Merchant sells items |
| Bot | Action queue runs autonomously | Guard patrols on schedule |
| Agent | LLM with own goals & initiative | Oracle pursues prophecies |
All coexist in the same world:
# library/ROOM.yml occupants: - alice # Player exploring - bob # Another player - librarian # NPC who answers questions - dust-sprite # Bot that cleans autonomously
Selection: Current Character or Swarm (Sims/Populous tradition)
Like The Sims and Populous, you have a selection — who you're controlling right now:
selection: mode: single # or: group, swarm current: alice # commands go to Alice # Or control multiple at once: selection: mode: group current: [alice, bob, charlie] # "go north" moves all three # Or a whole swarm (Populous/Dungeon Keeper style): selection: mode: swarm filter: { type: imp, location: mines }
Selection commands:
| Command | Effect |
|---|---|
| Control Alice |
| Control both |
| Swarm control |
| Next character in rotation |
Commands apply to selection:
> SELECT alice, bob, charlie > go north Alice goes north. Bob goes north. Charlie goes north.
The coherence engine orchestrates all:
- Players get chat turns
- NPCs respond when spoken to
- Bots execute their action queues
- Agents pursue goals in background
- Selection determines who receives your commands
Quest Structure
graph TD START[🎯 Quest Objective] --> R1[Enter Room] R1 --> LOOK[👀 Look Around] LOOK --> EXAMINE[🔍 Examine Objects] EXAMINE --> COLLECT[📝 Collect Evidence] COLLECT --> DECIDE{What next?} DECIDE -->|New room| R1 DECIDE -->|Solved| END[🏆 Quest Complete]
The Files
quest/ ├── ADVENTURE.yml # Quest state ├── LOG.md # Narrative journal ├── EVIDENCE/ # Collected clues └── MAP.yml # Explored territory
ADVENTURE.yml
adventure: quest: "Find the authentication bug" status: in_progress current_room: "src/auth/" rooms_explored: 5 clues_found: 3 hypothesis: "Session cookie not being set" confidence: 0.7
LOG.md
# Adventure Log ## Day 1: Entering the Auth Dungeon I stepped into `src/auth/` — a maze of middleware. **Clues found:** - `session.ts` — handles cookie creation - `middleware.ts` — checks auth state **Suspicion:** The cookie is created but never sent...
Commands
| Command | Action |
|---|---|
| Navigate |
| Describe current room |
| Study a file |
| Add to inventory |
| Start conversation |
| Add to evidence |
| Form/update hypothesis |
| Show visited rooms |
| List held items |
/ | Enable debug mode |
| Disable debug mode |
Debug Mode
Toggle technical output with
DEBUG-ON and DEBUG-OFF.
When debug is ON, logs include collapsible sections showing:
- File operations (creates, edits, deletes, moves)
- State changes with before/after values
- YAML data islands with abbreviated data
- Markdown links to all referenced files
- Technical narrative explaining HOW and WHY
Example debug output:
<details> <summary>📂 <strong>Editing CHARACTER.yml to update player location from start/ to coatroom/</strong></summary> ```yaml # State change (CHARACTER.yml is canonical) player: location: start/ → coatroom/ # Character owns their location
The character file owns location state. ADVENTURE.yml mirrors it for convenience.
Files affected:
- CHARACTER.yml — canonical location updated
- ADVENTURE.yml — mirror updated
When debug is OFF, output is clean narrative without technical sections.
Customize with natural language:
> DEBUG-FORMAT Show only file operations, skip YAML, use 🔧 emoji
The
format field in ADVENTURE.yml accepts natural language instructions for how to format debug output.
Integration with Cards
Trading cards can be your adventure companions:
cards_in_play: - card: "Index Owl 🦉" goal: "Search for cookie-related code" - card: "Git Goblin 🧌" goal: "Find when session handling changed"
Sister Script Integration
Vision: Python CLI handles deterministic operations; LLM focuses on narrative. See README.md for full CLI vision and development plan.
| Layer | Python Does | LLM Does |
|---|---|---|
| State | Parse YAML, validate schemas | Generate content |
| Movement | Update coordinates | Narrate the journey |
| Scanning | Find pending work | Prioritize and process |
Evidence Types
| Type | Description | Example |
|---|---|---|
| Clue | Information that might matter | "Different test runner versions" |
| Item | File worth remembering | CI config, setup.ts |
| Character | Code entity with personality | "jest.config.js — Strict about modules" |
| Map | Mental model of structure | Directory relationship diagram |
Room Protocol
When entering any directory:
- DESCRIBE — List contents, note what's here
- EXAMINE — Read interesting files
- COLLECT — Note evidence in adventure log
- EXITS — Note paths to other rooms
- DECIDE — Choose next direction
Codebase Archaeology
Adventures work for code exploration:
| Adventure | Investigation |
|---|---|
| Quest | Bug hunt |
| Room | Directory |
| Clue | Evidence |
| Companion | Tool card in play |
| Journal | session-log.md |
Live Examples
Best example: examples/adventure-4/ — The gold standard.
The Pub (Crown Jewel)
examples/adventure-4/pub/ — A complete social space:
pub/ ├── ROOM.yml # Themeable tavern (6 themes!) ├── bartender.yml # NPC with 6 identity variants ├── pie-table.yml # Octagonal debate table ├── gong.yml # Gong of Gezelligheid ├── bar/ │ ├── bartender.yml # The omniscient bartender │ ├── budtender-marieke.yml │ └── cat-cave/ # TARDIS-like cat sanctuary │ ├── ROOM.yml │ └── 10 cats (Terpie, Stroopwafel, kittens...) ├── arcade/ # Pacman, Pong, Pinball, Fruit Machine ├── games/ # Chess, Darts, Cards ├── stage/ │ └── palm-nook/ # Multi-room character space │ ├── study/ # Infinite typewriters, infinity desk │ ├── gym/ # Infinite climb │ ├── play/ │ └── rest/ # Hammock, silence cushion └── menus/ # Drinks, snacks, buds, games
Key Patterns from adventure-4
Themeable NPCs (bartender.yml):
identity: classic_adventure: name: Grim appearance: "Weathered human, salt-and-pepper beard..." space_cantina: name: Z-4RT appearance: "Multi-armed service droid..." cyberpunk_bar: name: Nyx appearance: "Chrome-implanted bartender..."
Themeable Rooms (pub/ROOM.yml):
theme: current: classic_adventure themes: classic_adventure: name: "The Gezelligheid Grotto" bartender: "Grim, a weathered human" menu: ["Ale (1 gold)", "Mystery meat pie (3 gold)"] space_cantina: name: "The Rusty Hyperdrive" bartender: "Z-4RT, a droid with too many arms" menu: ["Blue milk (1 credit)", "Bantha burger"]
Rich Activities:
activities: PERFORM: { venue: stage, effects: [tips, drinks_thrown] } DEBATE: { venue: pie_table, rules: roberts_rules } RING-GONG: { protocols: [once: attention, twice: emergency, thrice: mercy] } CELEBRATE: { effects: [free_round, +morale, everyone_toasts] }
Framing Protocol (for tribute performances):
framing: mode: [performance, celebration, tribute] tribute_protocol: invocation: "Before they arrive, acknowledge we're summoning them" performance: "Depicting them as we imagine their best selves" acknowledgment: "After they depart, note this was a tribute"
Other Examples
- examples/adventure-3/ — Earlier version, still useful
- examples/adventure-1/ — Minimal starting point
- examples/adventure-2/ — Extended exploration
The Intertwingularity
graph LR AP[⚔️ adventure] -->|IS-A| R[🚪 room] AP -->|companions| TC[🎴 card] AP -->|logs to| SL[📜 session-log] AP -->|similar to| DB[🔧 debugging] MP[🏛️ memory-palace] -->|sibling of| AP
Future Vision
CLI Uplift Plan, Browser Compilation, Scott Adams History, Owl Simulation See README.md for complete development roadmap and inspiration.
Dovetails With
Sister Skills
- simulation/ — Base class (adventure inherits this)
- room/ — Navigation
- party/ — Multi-character
- character/ — Player/NPC definitions
- card/ — Companions on the quest
- debugging/ — Debugging IS investigation quest
- session-log/ — Adventure LOG.md is session-log variant
Kernel
- kernel/context-assembly-protocol.md — Working set loading