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Agent Skill · 研究检索

generate-quests(生成任务)

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。

generate-quests 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为调用外部服务;许可证为 MIT,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 71,838。

总安装 192周安装 8GitHub Stars 公开资料未说明下载 64核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

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"

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

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。

来源仓库内路径:skills/generate-quests

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add hopeoverture/worldbuilding-system --skill "generate-quests";命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要调用外部服务,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

generate-quests 怎么安装?

在终端执行 npx skills add hopeoverture/worldbuilding-system --skill "generate-quests"。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

generate-quests 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

generate-quests 需要什么权限?

权限级别是调用外部服务。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。

generate-quests 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

generate-quests 用的人多吗?

公开数据是累计安装 192 次,近一周安装 8 次,下载 64 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

generate-quests 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
generate-quests

生成任务 · 本页

192—调用外部服务MIT未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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

平台分布

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安全审计

暂无安全审计结果可展示。

权限和风险

调用外部服务

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。目前只有一个公开来源,建议同时核对源仓库。

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