Claude-skill-registry goal
Quest objectives that drive narrative — the WANTS of adventure
install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/goal" ~/.claude/skills/majiayu000-claude-skill-registry-goal && rm -rf "$T"
manifest:
skills/data/goal/SKILL.mdsource content
Goal
"A goal is not always meant to be reached. Often it serves simply as something to aim at." — Bruce Lee
What Is It?
A Goal is a quest objective that drives the adventure forward. It defines what the player is trying to achieve and when they've succeeded (or failed).
Goals create narrative tension — the gap between current state and desired state.
Schema Mechanism Connection
From Gary Drescher's theory:
Context → Action → Result
Goals define the desired Result that motivates Action. The adventure is a laboratory for learning causal chains that achieve goals.
Goal Properties
| Property | Purpose |
|---|---|
| Unique identifier |
| Short display name |
| What you're trying to achieve |
| pending, active, complete, failed |
| Natural language condition |
| When goal becomes impossible |
| What you get on completion |
| Partial completion tracking |
Completion Conditions
Natural language conditions that compile to JS/PY:
complete_when: "player has the treasure" complete_when_js: "(ctx) => ctx.player.inventory.includes('treasure')"
Rewards
Goals can grant various rewards:
reward: buff: "Hero's Glory" # Temporary effect item: "champion-medal" # Object unlock: "secret-room" # New access narrative: "The kingdom celebrates!" # Story beat
Progress Tracking
For multi-step goals:
progress: collected: 3 needed: 5
Goal Hierarchies
Goals can nest:
parent: defeat-dragon children: - find-magic-sword - learn-dragon-weakness - reach-dragon-lair
Complete all children to complete the parent.
Failure Conditions
Goals can fail:
fail_when: "time reaches midnight AND prisoner is not freed" fail_message: "You were too late."
Examples
Simple Quest
goal: id: find-treasure name: "Find the Treasure" complete_when: "player has the treasure"
Timed Challenge
goal: id: rescue-mission name: "Save the Prisoner" complete_when: "prisoner is freed" fail_when: "10 turns pass without rescue" priority: urgent
Collection Quest
goal: id: gather-keys name: "Collect All Keys" complete_when: "player has 5 enchanted keys" progress: collected: 2 needed: 5
Related Skills
- adventure — Contains active goals
- hero-story — Narrative structure
- needs — Internal motivations
Protocol Symbol
SCHEMA-MECHANISM — Goals drive causal learning