This skill should be used when the user asks to "brainstorm a story idea", "I have an idea for a story", "what if", "develop a premise", "is this idea strong enough", "workshop my logline", "premise", "story concept", "what should I write", "short story or novel", "novella or novel", "name my book", "title ideas", or has a spark (an image, a character, a setting, a question) and wants to turn it into a tested premise before starting a story project. NOT for the controlling idea or theme of an existing story (use theme-craft).
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danjdewhurst/story-skills☆ 3282026年10月15日 更新
Expert in live learning experiences - cohort-based courses, workshops, webinars, coaching sessions, and real-time facilitation. Covers designing for synchronous learning, building peer accountability, and creating transformative live experiences that self-paced courses can't match. Use when "cohort course, live course, workshop, webinar, group coaching, live session, cohort-based, " mentioned.
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omer-metin/skills-for-antigravity☆ 1682026年1月22日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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swaylq/master-skill☆ 1622026年9月6日 更新
Use this skill when reviewing, designing, or improving a workshop, lesson, training session, facilitation plan, talk, or educational explanation. Use it when the user provides a topic, concept, or explanation and wants better framing questions, curiosity hooks, opening prompts, discussion questions, learner reflection prompts, or ways to make participants think before being taught.
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Jamie-BitFlight/claude_skills☆ 672026年10月18日 更新
Bouwt de audit- en workshop-producten waarmee juridische experts een machine-leesbare (regelrecht-YAML) vertaling van wet- en regelgeving valideren in een live sessie. Gebruik dit bij het voorbereiden van een expert-workshop of validatie-sessie over een dossier, het maken van een scope-/stelselanalyse, per-artikel audit-checklists, facilitator-materiaal, testcase-scenario's, of sessie-verslagen (intern + extern). Dossier-agnostisch; de regelrecht-methode (YAML, formules, untranslatables, source/override, legal_basis, engine-trace) is de vaste taal. Voor analytische desk-review van een corpus zonder live sessie (wetgevings-/stelselfouten, coverage, multi-agent review): zie de zusterskill regelrecht-stelselanalyse.
中文简介正在准备中。当前显示原文说明。
NederlandseDigitaleDienst/regelrecht☆ 252026年10月19日 更新
Introduce people to AI, agentic AI, and AI skills with appropriate pedagogy for any audience. Covers LLM analogies, progressive complexity paths, aha-moment demos, audience-tailored explanations, workshop design, and overcoming emotional barriers to AI adoption. Activate on 'explain AI', 'introduce AI', 'AI workshop', 'AI demo', 'teach AI', 'AI literacy', 'onboard to AI', 'AI evangelism', 'explain agentic', 'explain skills to', 'AI training session', 'AI onboarding'. NOT for teaching ML engineering (use ai-engineer), not for building AI features (use ai-engineer), not for prompt engineering (use prompt-engineer), not for building training data pipelines.
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curiositech/windags-skills☆ 162026年10月14日 更新
Use when a component library needs a workshop — one story per concept, JSDoc summaries the manifest can carry, stories run as tests, and an opt-in MCP channel that replaces guessing with querying.
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event4u-app/agent-config☆ 122026年10月19日 更新
Workshop the shape of this project — audience, components, ambiguities — before drafting the PRD
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beyondessential/tamanu☆ 92026年10月19日 更新
Workshop this idea with me
中文简介正在准备中。当前显示原文说明。
beyondessential/tamanu☆ 92026年10月19日 更新
Introduce people to AI, agentic AI, and AI skills with appropriate pedagogy for any audience. Covers LLM analogies, progressive complexity paths, aha-moment demos, audience-tailored explanations, workshop design, and overcoming emotional barriers to AI adoption. Activate on 'explain AI', 'introduce AI', 'AI workshop', 'AI demo', 'teach AI', 'AI literacy', 'onboard to AI', 'AI evangelism', 'explain agentic', 'explain skills to', 'AI training session', 'AI onboarding'. NOT for teaching ML engineering (use ai-engineer), not for building AI features (use ai-engineer), not for prompt engineering (use prompt-engineer), not for building training data pipelines.
中文简介正在准备中。当前显示原文说明。
curiositech/port-daddy☆ 32026年10月18日 更新
帮助新建或修改智能体技能,明确调用条件、预期结果和文件组织方式,并验证SKILL.md配置、引用路径及修改过的辅助脚本。
- 将重复工作整理成技能
- 修改现有SKILL.md
- 整理附带资料与辅助脚本
openclaw/openclaw☆ 39.2万2026年10月19日 更新
Create an HTML defense deck for a field-study capstone, organizing survey methods, findings, contributions, and limitations for faculty reviewers. The template uses yellow paper, safety-pin illustrations, and handwritten-style text for a warm presentation.
中文简介正在准备中。当前显示英语简介。
- Prepare a field-study capstone defense
- Present qualitative research findings
- Organize a workshop debrief as slides
nexu-io/open-design☆ 10.2万2026年10月19日 更新
Create an employee training deck about recognizing phishing and responding in the first 60 seconds. The HTML slides use a Windows 95-inspired design, with editable content and an adjustable slide count that preserves the template’s visual style.
中文简介正在准备中。当前显示英语简介。
- Preparing employee training on phishing awareness
- Explaining what to do in the first 60 seconds
- Creating security slides for employee onboarding
nexu-io/open-design☆ 10.2万2026年10月19日 更新
Create an HTML training deck for the first 30 days of hospitality onboarding. Organize expected behaviors, practice activities, learning checks, and manager follow-up into slides with speaker notes and a consistent course template.
中文简介正在准备中。当前显示英语简介。
- Preparing a 30-day hospitality onboarding course
- Combining practice activities and learning checks
- Preparing slides and notes for training instructors
nexu-io/open-design☆ 10.2万2026年10月19日 更新
Plan webinars, conferences, dinners, and other events around measurable business goals. Tailor preparation, conversations, follow-up, and evaluation to your role as a host, sponsor, speaker, or attendee, with an emphasis on qualified meetings.
中文简介正在准备中。当前显示英语简介。
- Plan a webinar around prospective customers' needs
- Evaluate whether a conference sponsorship is worthwhile
- Arrange meetings before attending a conference
coreyhaines31/marketingskills☆ 5.6万2026年10月16日 更新
Set up a dedicated workspace for a new workstream, with a journal and a folder for structured signals. Record its purpose, scope, and first steps so later sessions can pick up the context.
中文简介正在准备中。当前显示英语简介。
- Starting a new workstream
- Giving a topic its own workspace and history
- Preparing context for the next session
github/awesome-copilot☆ 4万2026年10月17日 更新
Plan and improve webinars from promotion through follow-up. Build event plans, reminder emails, and segmented outreach, then use funnel metrics—the steps from registration to purchase—to identify weak stages and prioritize fixes.
中文简介正在准备中。当前显示英语简介。
- Plan a webinar and its promotion calendar
- Improve low registration or attendance rates
- Write follow-up emails for attendees and no-shows
alirezarezvani/claude-skills☆ 2.8万2026年8月30日 更新
Checks how company strategy connects to department, team, and individual goals. Identifies disconnected or conflicting goals, missing ownership, departmental silos, and communication gaps, then guides workshops, shared measures, and quarterly reviews to restore alignment.
中文简介正在准备中。当前显示英语简介。
- Reviewing links between company and team goals
- Finding conflicts between departmental goals
- Assigning ownership to neglected company objectives
alirezarezvani/claude-skills☆ 2.8万2026年8月30日 更新
Turn company values into observable workplace behaviors. Develop a culture code, a document explaining how the company operates, design anonymous culture surveys, and choose recurring practices suited to the organization's size and growth stage.
中文简介正在准备中。当前显示英语简介。
- Turning company values into concrete behaviors
- Writing a culture code for new hires
- Designing anonymous culture surveys
alirezarezvani/claude-skills☆ 2.8万2026年8月30日 更新
Turn a feature idea into a specification through structured questions about users, business goals, and technical constraints. Produce requirements, user stories, testable acceptance criteria, and an implementation checklist, including performance, security, and error handling.
中文简介正在准备中。当前显示英语简介。
- Defining requirements for a new feature
- Clarifying vague feature requests
- Writing testable acceptance criteria
Jeffallan/claude-skills☆ 1.2万2026年10月17日 更新
Research game modding methods and tools across public websites and archived pages. Recover information from dead forum links, compare reports, and produce findings with source URLs, version details, credibility notes, and clearly identified gaps.
中文简介正在准备中。当前显示英语简介。
- Find earlier modding work for a game
- Recover information from dead forum links
- Check reports about a tool's supported versions
rehan-remade/universal-modder☆ 84352026年10月19日 更新
Turn business goals and customer problems into a product roadmap. Define initiatives, rank priorities, check dependencies and team capacity, and organize releases with clear reasons stakeholders can review and discuss.
中文简介正在准备中。当前显示英语简介。
- Planning a quarterly or six-month product roadmap
- Prioritizing competing initiatives across teams
- Explaining roadmap choices to executives
deanpeters/Product-Manager-Skills☆ 75212026年10月16日 更新
Clarify a problem before choosing solutions through structured questions about team assumptions, affected people, and overlooked stakeholders. Produce a completed problem canvas, a refined problem statement, and a question to guide solution exploration.
中文简介正在准备中。当前显示英语简介。
- Clarifying why users abandon onboarding
- Reframing a stakeholder's feature request
- Aligning teams on the problem to solve
deanpeters/Product-Manager-Skills☆ 75212026年10月16日 更新
Assess whether to retire a product or feature by reviewing customers, revenue, commitments, and migration options. Get a reasoned recommendation to proceed, wait, or maintain it with limited investment, plus an appropriate effort level.
中文简介正在准备中。当前显示英语简介。
- Deciding whether to retire a legacy feature
- Sizing the effort for a product retirement
- Checking commitments before announcing retirement
deanpeters/Product-Manager-Skills☆ 75212026年10月16日 更新