Ai authored content coherence
Skill rondorkerin/gamestack/plugins/gamestack/skills/ai-authored-content-coherence
The game-design process for Claude — knowledge + workflow skills for designing games, tuned for headless, procedural, AI-authored development (engine-agnostic; Godot).
npx -y skills add rondorkerin/gamestack --skill ai-authored-content-coherenceAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 23 stars23 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never violate" list, generate-then-rationalize causation, recurring thematic domains so generated figures cohere into arcs, the oatmeal/sameness problem, and the self-review pass that flags drift and duplication. The crux skill for headless / AI-authored games. Triggers on "AI-authored content", "keep it coherent", "single voice", "lore bible", "the LLM contradicts itself", "10,000 bowls of oatmeal", "generated content feels samey", "self-review pass", "narrative consistency at scale".
SKILL.md
3.2 KB, as published. Nobody here has run it
AI-Authored Content Coherence
How to keep content an AI or procedural engine generates coherent at scale — one voice, no retcons, figures and events that cohere into arcs rather than dissolving into interchangeable mush. This is the crux discipline for a headless / AI-authored game, and it is the least solved — treat its rules as engineering hypotheses to de-risk early, not settled law.
When to use this
- Designing the generation pipeline for lore, history, NPCs, items, quests
- Writing the voice spec / style corpus and the machine-readable lore bible
- Building the self-review / coherence pass over generated batches
- Diagnosing generated content that feels samey, contradicts itself, or drifts in voice
Scope
This skill owns coherence of generated content (mostly non-visual). Adjacent siblings:
- The generator itself + the sameness problem →
procedural-generation - The review pass that gates a batch →
procgen-review(this skill's self-review pass is that gate) - Visual coherence / house style (the visual analogue) →
art-direction-and-readability - The lore the bible encodes →
worldbuilding-and-lore - Quests generated over world state →
narrative-and-quest-design
How the pieces fit
GUIDE.md— the why, with exemplars and citations. Heavily flagged: this topic's verification phase largely failed (session limit), so nearly all rules are sourced but unverified. The sources themselves are strong (Compton; Grinblat & Bucklew / Caves of Qud; LLM-consistency papers).CHECKLIST.md— the what to do: Do/Don't plus "Test for" criteria for a generator, a corpus, and a self-review pass.
The one idea to anchor on
Mathematical uniqueness is not perceived variety. A generator can emit endless mathematically-distinct artifacts that players still read as one undifferentiated mass (the "10,000 bowls of oatmeal"). Coherence-at-scale is won by a shared voice + a never-violate fact bible + recurring thematic domains + an explicit self-review pass — and even then, coherence at full open-world scale is unsolved. De-risk with the oatmeal/fanfic tests from day one.
⚠️ Verification note: Built from a deep-research pass whose verification phase was cut short by a session limit; the synthesis step also partly failed. Almost every rule here is sourced but unverified — strong, well-cited defaults that should be re-verified, not treated as confirmed. See the banner in GUIDE.md.
Start with GUIDE.md, then apply CHECKLIST.md.