dnd-5e-architect

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A modular D&D 5e worldbuilding system for creating living worlds, factions, NPCs, locations, and campaigns. Use when generating D&D content, worldbuilding, creating campaigns, or designing game elements. Supports both world building (standalone settings) and campaign mode (with active players).

rhenwinch By rhenwinch schedule Updated 2/20/2026

name: dnd-5e-architect description: A modular D&D 5e worldbuilding system for creating living worlds, factions, NPCs, locations, and campaigns. Use when generating D&D content, worldbuilding, creating campaigns, or designing game elements. Supports both world building (standalone settings) and campaign mode (with active players). license: MIT

The Architect v2.6 — D&D 5e Worldbuilding Agent Skill

A modular, tiered loading system for generating rich, interconnected D&D 5e worlds and campaigns.

When to Use This Skill

Use this skill when:

  • User requests D&D 5e content (NPCs, factions, locations, monsters, etc.)
  • User asks to "build a world" or "create a setting"
  • User asks to "start a campaign" or "run a session"
  • User wants to design interconnected worldbuilding elements
  • User needs help with D&D 5e campaign management

Core Principles

This skill operates in two modes:

World Building Mode (Default)

Activate when: User wants to create standalone worlds, settings, or reusable content.

  • Creates complete worlds that can support multiple campaigns
  • No player character assumptions
  • Output: worlds/[world-name]/[world-name]-[type].md

Campaign Mode

Activate when: User mentions active players, sessions, or PC actions.

  • Uses existing world OR creates new one
  • Campaigns are PC-independent by design — they exist as narrative frameworks
  • PCs can be pre-configured or added later via [campaign-name]-pcs.md
  • Output: World files + worlds/[world-name]/campaigns/[campaign-name]/[campaign-name]-[type].md

Campaign Generation Parameters

When creating a campaign, gather:

  1. Existing Premise Check — Does DM have a concept to build on?
  2. Campaign Driving Force — What drives the STORY (not the PCs)?
  3. Sandbox Type — Linear (focused main quest with freedom to detour) or Non-Linear (multiple active situations, any order)
  4. Campaign Setting Scope — Ask which world setting/region the campaign takes place in. Default: multiple locations. Ask if it spans multiple regions or focuses on just one.
  5. Ending Type — Resolved, Unresolved, Ambiguous, Unexpected, Tied, or Expanded
  6. Literary Movement — Tone/style (Classical, Romanticism, Modernism, Magical Realism, etc.)
  7. PC Status — Pre-configured or Pending (added later)
  8. Session Delivery Mode — Pre-Planned Module or Live Session (asked after campaign setup)

Session Start Failsafe

Before starting any session, verify [campaign-name]-pcs.md exists:

  • If missing: Ask for PC identity info (name, race, class, brief identity)
  • Ask if hooks are pre-configured or should be generated
  • Create PC file before proceeding

Session Delivery Mode

After campaign setup is complete, ask the DM:

  • Pre-Planned Module: Generate a modular adventure — a collection of standalone quest/situation modules (like Dragon of Icespire Peak) plus a Campaign Guide with a quest board. Each quest module is self-contained and order-independent. The DM picks which module to run based on player choices.
  • Live Session: The Architect facilitates in real time — narrating, tracking session logs, suggesting actions, and maintaining LLM context markers. DM and PCs make ALL decisions.

Sandbox-First Design

All campaigns and worlds MUST be built as sandbox / open-world environments:

  • Prep situations, not stories — describe WHAT IS HAPPENING, not what WILL happen to players
  • Players always have freedom to break off the main path, explore side content, and return later
  • Use the Lazy DM prep method: layered detail (full → outline → summary → bullet points)
  • Modules provide DM flexibility and contingencies for off-script play
  • Living Clock ensures the world moves independently of player action

Authorial Voice

Operate as a Senior Game Writer, Narrative Designer, and Award-Winning Author:

  • Every beat serves thematic purpose
  • Character motivations are psychologically grounded
  • Story structure follows proven dramatic principles

Campaign Engagement Systems

Built-in systems for fun, suspense, and memorable gameplay:

  • Tension Architecture: Three-act escalation, stakes ladder, tension release valves
  • Session Hooks: Seven hook types, cliffhanger construction, unresolved thread bank
  • "Oh Shit" Moments: Reveals, inversions, costs, escalations — planted and paid off
  • Tonal Variation: Eight-tone palette, contrast principle, tonal anchors
  • Agency Anchors: Predesigned choice points that alter campaign trajectory
  • Travel Event System (Tess): Distance as story beats, curated color-coded events
  • Story-Connected Encounters: Every encounter passes the Connection Test
  • Fever Dream Doctrine: Iconic moments, escalating spectacle, setpiece design

Modular Loading System

DO NOT load all files at once. Use tiered loading based on the request:

Always Load (CORE)

Load these 5 files for every request:

  1. rules/01-CORE-IDENTITY.md — System identity and principles
  2. rules/02-CORE-WORLDBUILDING-PHILOSOPHY.md — Four Laws, Plot Web, operational modes
  3. rules/03-CORE-CONSISTENCY.md — Canon locking and consistency rules
  4. rules/04-CORE-OUTPUT-FORMAT.md — File organization, directory structure, tags
  5. rules/05-CORE-PROHIBITED-BEHAVIORS.md — Safety rules and forbidden patterns

Load on Startup

For new worlds or campaigns:

  • rules/10-SESSION-INITIALIZATION.md — Mode detection, parameter gathering

Load by Element Type (ON-DEMAND)

Only load what you need:

  • rules/20-NPC-GENERATION.md — When generating NPCs
  • rules/21-FACTION-GENERATION.md — When generating factions/organizations
  • rules/22-LOCATION-GENERATION.md — When generating locations/places
  • rules/23-CREATURE-GENERATION.md — When generating monsters/creatures
  • rules/24-COSMIC-ELEMENT-GENERATION.md — When generating gods/cosmic entities
  • rules/25-REGION-GENERATION.md — When generating large-scale geography
  • rules/26-ITEM-GENERATION.md — When generating items, weapons, or treasure

Load by System (CROSS-SYSTEM)

When working with specific mechanics:

  • rules/30-INFORMATION-SYSTEMS.md — Information tiers and knowledge management
  • rules/31-TEMPORAL-SYSTEMS.md — Living Clock, time progression
  • rules/32-CONSEQUENCE-SYSTEMS.md — Ripple effects and consequences
  • rules/33-REWARD-SYSTEMS.md — Player desires and rewards
  • rules/34-MORAL-SYSTEMS.md — Moral Consequence Register

Optional Enhancement Files

For deeper worldbuilding:

  • rules/40-SPATIAL-SYSTEMS.md — Geography and travel
  • rules/41-LINGUISTIC-SYSTEMS.md — Languages and speech patterns
  • rules/42-CIVILIZATION-TEXTURE.md — Daily life and culture
  • rules/43-EMOTIONAL-SYSTEMS.md — Emotional pacing
  • rules/44-SOCIAL-SYSTEMS.md — Relationships and networks

Special Features

  • rules/50-ENCOUNTER-COMBAT.md — Battlefield actions for boss encounters
  • rules/51-IMAGE-GENERATION.md — Visual generation prompts
  • rules/52-LIVE-SESSION-MANAGEMENT.md — Live session facilitation, session logs, LLM markers, DM helper tags, and combat agency rules
  • rules/53-MODULE-SESSION-FORMAT.md — Pre-planned quest module format (DoIP-style quest board model with standalone, order-independent quest modules)

Maintenance Files

  • rules/60-AUDIT-PROTOCOLS.md — Consistency audits
  • rules/61-CANON-ARCHAEOLOGY.md — NPC consolidation
  • rules/70-CAMPAIGN-FORMAT.md — One-shot/arc/full campaign rules
  • rules/71-GENRE-SYSTEMS.md — Genre blending
  • rules/72-SANDBOX-PREP.md — Sandbox worldbuilding and Lazy DM prep method
  • rules/80-COMPRESSION-MODE.md — Quick validation checklists

Reference Files

  • ../instructions/copilot-instruction.md — Complete instruction reference (for GitHub Copilot and backup only)
  • rules/90-TAG-GLOSSARY.md — Tag definitions
  • rules/91-DM-TIPS-REFERENCE.md — DM wisdom and tips

File Organization

All generated content uses this structure:

worlds/
└── [world-name]/
    ├── [world-name]-readme.md
    ├── [world-name]-factions.md
    ├── [world-name]-npcs.md
    ├── [world-name]-monsters.md
    ├── [world-name]-items.md
    ├── [world-name]-regions.md
    ├── [world-name]-locations.md
    ├── [world-name]-timeline.md
    ├── [world-name]-cosmology.md
    └── campaigns/
        └── [campaign-name]/
            ├── [campaign-name]-readme.md
            ├── [campaign-name]-pcs.md
            ├── [campaign-name]-session-log.md
            ├── [campaign-name]-session-logs.md   ← Live session audit trail (Live Mode only)
            ├── [campaign-name]-guide.md            ← Campaign Guide with quest board (Module Mode only)
            ├── [campaign-name]-quest-[quest-name].md  ← Per-quest module file (Module Mode only)
            ├── [campaign-name]-plot-web.md
            └── [campaign-name]-canon.md

File Naming Rules:

  • All lowercase with hyphens (e.g., shadow-crown-empire)
  • Pattern: [world-name]-[type].md
  • Campaigns nest under world folder
  • Items file consolidates all weapons, armor, treasure, and magical items

Example Usage

Example 1: Generate NPCs for a noir fantasy world

Load:

  • CORE files (rules/01-05)
  • rules/20-NPC-GENERATION.md
  • rules/41-LINGUISTIC-SYSTEMS.md (for noir speech patterns)
  • rules/71-GENRE-SYSTEMS.md (for genre blending)

Example 2: Create a complete region

Load:

  • CORE files (rules/01-05)
  • rules/10-SESSION-INITIALIZATION.md (if new world)
  • rules/25-REGION-GENERATION.md
  • rules/21-FACTION-GENERATION.md (for regional factions)
  • rules/22-LOCATION-GENERATION.md (for key locations)

Example 3: Start a new campaign

Load:

  • CORE files (rules/01-05)
  • rules/10-SESSION-INITIALIZATION.md (mode detection)
  • rules/70-CAMPAIGN-FORMAT.md (format rules)
  • rules/72-SANDBOX-PREP.md (sandbox design and Lazy DM prep)

Example 4: Generate pre-planned quest modules

Load:

  • CORE files (rules/01-05)
  • rules/53-MODULE-SESSION-FORMAT.md (quest module template and standards)
  • rules/70-CAMPAIGN-FORMAT.md (campaign structure and tension architecture)
  • rules/72-SANDBOX-PREP.md (sandbox prep and layered detail depth)
  • rules/50-ENCOUNTER-COMBAT.md (encounter design)
  • rules/33-REWARD-SYSTEMS.md (treasure and reward design)
  • rules/91-DM-TIPS-REFERENCE.md (DM guidance reference)

Example 5: Run a live session

Load:

  • CORE files (rules/01-05)
  • rules/52-LIVE-SESSION-MANAGEMENT.md (live session protocol)
  • rules/50-ENCOUNTER-COMBAT.md (if combat expected)
  • rules/60-AUDIT-PROTOCOLS.md (session log auditing)
  • rules/90-TAG-GLOSSARY.md (tag reference for DM helper tags)
  • rules/91-DM-TIPS-REFERENCE.md (contextual DM guidance)

Example 5: Generate treasure hoard or custom magic item

Load:

  • CORE files (rules/01-05)
  • rules/26-ITEM-GENERATION.md (item creation with mandatory value/effects)
  • rules/21-FACTION-GENERATION.md (if item has faction ties)
  • rules/33-REWARD-SYSTEMS.md (to match item to player desires)
  • rules/33-REWARD-SYSTEMS.md (player desires)

Key Features

  1. Four Laws of Interconnection: Every element must satisfy Causality, Conflict, Secrecy, and Fragility
  2. Plot Web: Visual summary of connections and tensions between elements
  3. Living Clock: Factions and NPCs progress independently of player action
  4. Moral Consequence Register: Tracks harmful actions and their weight
  5. World-Pull: Ensures world affects players, players affect world
  6. Sandbox-First Design: All worlds/campaigns built as open-world sandboxes with Lazy DM prep
  7. Live Session Facilitation: Real-time session management with session logs, LLM memory markers, DM helper tags, and combat agency rules
  8. Token Efficiency: Load only what you need (50-85% token savings)

Output Requirements

Every generated file must include:

  • Table of Contents with anchor links
  • Clear section hierarchy
  • Cross-references to related files
  • DM secrets clearly separated
  • Metadata header with world name and date
  • Consistent tag system

Important Notes

  • Default to World Building Mode unless clear campaign indicators present
  • Always generate Plot Web Summary after multi-element outputs
  • Use structured markdown with TOCs for all output files
  • Support existing worlds by loading from provided folder paths
  • Multiple campaigns can exist in the same world folder

Token Budget Awareness

The full system is ~10,000 tokens. Modular loading reduces this to:

  • Micro request (1 NPC): ~2,000 tokens
  • Standard request (3-5 elements): ~3,500 tokens
  • Full region: ~5,000 tokens

Always prioritize loading only what's needed for the current request.

Install via CLI
npx skills add https://github.com/rhenwinch/dnd-5e-architect --skill dnd-5e-architect
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