home / skills / simhacker / moollm / scoring
This skill evaluates achievement by considering context and style, prioritizing emergent and creative solutions to influence rewards and decisions.
npx playbooks add skill simhacker/moollm --skill scoringReview the files below or copy the command above to add this skill to your agents.
---
name: scoring
description: "Motto: Style counts. Context matters. Story trumps numbers."
license: MIT
tier: 1
allowed-tools:
- read_file
- write_file
related: [probability, reward, economy, rubric]
tags: [moollm, achievement, evaluation, style, narrative]
---
# Scoring Skill
Achievement valuation.
**Motto:** *"Style counts. Context matters. Story trumps numbers."*
## Key Concepts
- **Scores calculated at completion** — not fixed upfront
- **HOW matters** — style, creativity, emergence
- **Skills emerge from play** — not menus
## Modifiers
| Factor | Bonus |
|--------|-------|
| Creative solution | +50% |
| Overwhelming odds | +100% |
| Taught to NPC | +50% |
| Discovered approach | +50% |
| Emergent solution | +100% |
## Skill Tiers
| Tier | Value |
|------|-------|
| Planned | Base |
| Discovered | +50% |
| Emergent | +100% |
| Legendary | +200% |
## Skill Operations
- `TRADE SKILL [skill] TO [npc] FOR [thing]`
- `TEACH SKILL [skill] TO [npc]`
- `AUCTION SKILL [skill]`
- `BEQUEATH SKILL [skill] TO [future]`
## See Also
- [reward](../reward/) — Scores determine reward quality
- [economy](../economy/) — Skills have economic value
- [rubric](../rubric/) — **Explicit criteria** for scoring decisions
- [evaluator](../evaluator/) — Independent scoring without context biasThis skill provides a flexible achievement valuation system that emphasizes style, context, and emergent play over raw numbers. Scores are computed at completion using modifiers and tier multipliers to reflect creativity, difficulty, and narrative impact. It is designed to convert player actions into meaningful, tradeable skill value.
Scores are calculated when an action or task completes, not predetermined, so final value reflects execution and context. Modifiers (creative solution, overwhelming odds, taught to NPC, discovered approach, emergent solution) and tier multipliers (Planned, Discovered, Emergent, Legendary) adjust the base score. Operations let you trade, teach, auction, or bequeath skills, and the output links to reward and economy systems for downstream effects.
When is a modifier applied?
Modifiers are applied at completion when evidence of the qualifying condition exists, e.g., a creative solution or emergent result.
How do tiers interact with modifiers?
Tiers multiply the base value and modifiers add percent bonuses; combine them to compute final score and then map that to rewards or economic value.