# Rpg

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue...

- Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills (6445 stars)
- Category: Design
- License: Apache-2.0
- Last updated: 2026-10-28
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg -g -a claude-code -y`
Codex: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg -g -a codex -y`
Cursor: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg -g -a cursor -y`
Gemini CLI: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills`

## Description

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# RPG

A playbook for role-playing games, stats and progression, inventory/equipment, quests,
dialogue, and combat. This is a **compositional** skill: it ties data-driven content,
dialogue, and saving together. It does not re-teach those primitives; it defines the systems
that make growth and choice feel meaningful, and points to the skills that implement each.

These systems also apply to custom/proprietary engines. Keep the project's engine and bind
the concepts below to its documented data, events, UI, and save interfaces. Inspect local
source/SDK examples before choosing APIs; the router's custom-engine fallback guides that
mapping. Godot/Unity bindings below are examples, not prerequisites.

## When to use

- Use when building an RPG/JRPG/action-RPG: the player has **stats that grow**, an
  **inventory**, **quests**, **dialogue**, and persistent progress.
- Use when designing a leveling curve, a damage formula, an inventory/equipment model, or a
  quest state machine.

**When *not* to use:** permadeath dungeon runs with no persistent character → `roguelike`.
Pure conversation/branching story → `visual-novel`. Open-world needs/crafting/base-building →
`survival-crafting`. For the dialogue engine itself, use `dialogue-systems`.

## Core loop

**Explore → encounter (fight / talk / solve) → earn rewards (XP, loot, story) → grow
(level up, gear up, unlock) → take on harder content.** The fantasy is *getting stronger and
shaping who your character is*; every system should feed that growth-and-choice loop.

## Must-have systems

The rest: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/HEAD/skills/genres/rpg/SKILL.md
