home / skills / simhacker / moollm / world-generation
This skill creates dynamic, on-demand worlds by generating places through questions, actions, and quests to expand exploration.
npx playbooks add skill simhacker/moollm --skill world-generationReview the files below or copy the command above to add this skill to your agents.
---
name: world-generation
description: "Motto: The world grows where curiosity leads."
license: MIT
tier: 1
allowed-tools:
- read_file
- write_file
related: [room, character, incarnation, container, adventure, party, constructionism, empathic-templates]
tags: [moollm, procedural, creation, dynamic, exploration]
---
# World Generation Protocol
> Dynamic world creation — questions create places.
> *"The world grows where curiosity leads."*
## Core Principle
**Don't pre-generate everything. Generate on demand.**
When a player asks about a place that doesn't exist, create it. Questions expand the world. Exploration IS creation.
```
Player: "What's north?"
DM: *creates north*
```
## Generation Philosophy
```yaml
# What triggers world generation
generation_triggers:
questions: "Where did the grue come from?"
statements: "There must be a library somewhere!"
actions:
DIG: "tunnel"
CLIMB: "passage"
quests: "Objective location generates itself"
exploration: "Walking beyond known areas"
```
## Methods
### CREATE - Generate New Place
```yaml
invoke: CREATE
params:
seed: "Starting concept or name"
style: "World style (fantasy, sci-fi, modern)"
parent: "What area this connects to"
effect:
- Create directory for new place
- Generate ROOM.yml with properties
- Add exits connecting to parent
- Optionally populate with objects/NPCs
```
### EXPAND - Add to Existing Area
```yaml
invoke: EXPAND
params:
from: "Existing place"
direction: "north/south/etc or conceptual"
hints: "Optional flavor hints"
effect:
- Generate adjacent room
- Add bidirectional exits
- Inherit parent's atmosphere with variations
```
### CONNECT - Link Two Areas
```yaml
invoke: CONNECT
params:
a: "First place"
b: "Second place"
type: "door/portal/path/secret"
effect:
- Add exit from A to B
- Add exit from B to A (unless one-way)
- Update both ROOM.yml files
```
## Directory Inheritance
Directories carry behavioral defaults that children inherit:
| Parent Directory | Children Inherit |
|-----------------|------------------|
| `maze/` | Dark, twisty, grue-friendly |
| `basement/` | Damp, underground, echoing |
| `tower/` | Height, wind, views, vertigo, ELEVATOR |
| `dungeon/` | Cells, guards, escape themes |
| `garden/` | Outdoor, weather, growing |
| `library/` | Books, quiet, knowledge |
| `market/` | Vendors, crowds, commerce |
| `department-store/` | Floors, escalators, departments |
| `underground/` | Basements, tunnels, secrets |
| `rooftop/` | Sky, signs, views, access |
### Tower Directory Pattern
```yaml
# Tower directories extend vertically
tower_directory:
pattern: "tower-name/"
contains:
- ROOM.yml # Tower exterior (storefront)
- lobby/ # Floor 0
- elevator/ # Central column (goes anywhere)
- roof/ # Top floor
- floor-N/ # Numbered floors (positive = up)
- basement-N/ # OR link to external skills as floors
# Skill-as-floor pattern
skill_floors:
principle: "Skills can BE floors — no duplication"
method: |
Instead of creating floor-1/ inside tower/,
link to skills/some-skill/ and add ROOM.yml there.
The skill IS the floor content.
example: |
# In elevator exits:
floor_minus_1:
destination: ../../../../../skills/no-ai-ideology/
floor: -1
# In skills/no-ai-ideology/ROOM.yml:
room:
floor: -1
tower: no-ai-tower
exits:
up: ../no-ai-lobby/ # or explicit path
down: ../no-ai-bias/ # next skill in chain
```
## Topology Patterns
| Pattern | Structure | Use Case |
|---------|-----------|----------|
| **Twisty maze** | Randomized connections | Challenge, getting lost |
| **Grid** | Regular X/Y layout | Cities, chessboards |
| **Star** | Hub with spokes | Crossroads, central plaza |
| **Loop** | Circular path | Racing, time loops |
| **Tree** | Branching, dead ends | Dungeons, boss rooms |
| **Web** | Many cross-connections | Complex social spaces |
| **Tower** | Vertical stack + horizontal branches | Buildings, department stores |
### Tower Pattern (Yoot Tower / SimTower)
Inspired by Yoot Saito's SimTower (1994). Buildings extend vertically with each floor branching horizontally.
```yaml
tower_pattern:
principle: "Build UP or DOWN. The tower has no natural limits."
structure:
central_column:
- elevator/ # Goes anywhere (express)
- stairs/ # Up/down between adjacent floors
- utilities/ # Shared services (HVAC, power)
floor_template:
- lobby # Entry point from elevator/stairs
- departments # Horizontal branches
- services # Bathrooms, vending, etc.
navigation:
elevator:
description: "Express access to any floor by number or name"
aliases: [lift, express]
buttons: "Panel with all floors listed"
stairs:
description: "Up/down to adjacent floors only"
pattern: "Each floor has stairs_up and stairs_down exits"
extensibility:
vertical: "Add floors in either direction (up OR down)"
horizontal: "Each floor branches to sub-departments"
modular: "Floors can be reordered by changing up/down links"
```
**Example: NO AI TOWER**
```
R ROOF .......... The Sign, The Sun
═════════════════════════════════════
0 LOBBY ......... Storefront (FRONT)
═════════════════════════════════════
-1 IDEOLOGY ...... ← skills/no-ai-ideology/
-2 BIAS .......... ← skills/no-ai-bias/
-3 SLOP .......... ← skills/no-ai-slop/
...
-9 SOUL .......... ← skills/no-ai-soul/ (branches: facets/, pantheon/)
-10 OVERLORD ...... ← skills/no-ai-overlord/ (branches: archetypes/)
-11 CUSTOMER SVC .. ← skills/no-ai-customer-service/ (BASE CLASS)
```
**Key Features:**
- **Skills ARE rooms** — no duplication, just ROOM.yml in each skill
- **Floors link via up/down** — stairs connect adjacent floors
- **Elevator links to all** — express access anywhere
- **Horizontal branching** — each floor has sub-departments
- **Reorderable** — change floor numbers + links anytime
- **Underground** — tower can go DOWN (like iceberg)
## Generation Seeding
### From Questions
```
Q: "Where does the blacksmith live?"
A: Creates blacksmith-quarters/ with:
- Forge room
- Living quarters
- Connected to market/
```
### From Actions
```
Action: DIG
Creates: tunnel/ or cellar/
- Connects to current room
- Darkness, rough-hewn walls
- Possible discoveries
```
### From Quests
```
Quest: "Find the ancient tome"
Creates: hidden-archive/ somewhere logical
- Contains the tome
- Appropriate guardians
- Connected via discoverable path
```
## Lazy Evaluation
```yaml
principle: "Don't create until needed"
strategy:
- Player enters room: generate exits (names only)
- Player asks about exit: generate room behind it
- Player ignores exit: it remains potential
benefits:
- Infinite worlds in finite storage
- Every playthrough unique
- Player choices shape reality
```
## State
```yaml
generation_state:
seed: 42 # Reproducibility
style: "fantasy" # World genre
generated_places: [] # What exists
pending_exits: [] # Named but not yet created
topology: "organic" # Generation pattern
```
## Safety Guidelines
- Maintain **consistency** — don't contradict established facts
- Respect **player agency** — their discoveries are canon
- Preserve **mystery** — not everything needs explanation
- Allow **emergence** — unexpected connections enrich world
## Integration
| Skill | Integration |
|-------|-------------|
| **room** | Generated places are rooms |
| **adventure** | World generation serves the adventure |
| **character** | NPCs generated with their locations |
| **worm** | Worms can trigger generation by crawling |
## Example Session
```
> GO NORTH
The path leads into unexplored territory...
[CREATE: forest-path/]
You find yourself on a narrow forest path. Tall oaks
loom overhead. The trail continues east and west.
> WHAT'S EAST?
[EXPAND: from=forest-path, direction=east]
Through the trees, you glimpse an ancient stone
structure — perhaps a ruin or shrine.
> GO EAST
[CREATE: old-shrine/]
A weathered shrine stands in a small clearing...
```
This skill creates dynamic game worlds on demand by generating places when players ask, act, or explore. It favors lazy evaluation: named exits can exist as promises until a player inspects them, at which point full rooms, connections, and content are generated. The motto: "The world grows where curiosity leads."
When a trigger occurs (question, statement, action, quest, or exploration), the skill invokes generation routines: CREATE to make new places, EXPAND to add adjacent areas, and CONNECT to link existing areas. Directories carry inheritance defaults (e.g., library -> quiet, tower -> height) so new rooms adopt appropriate atmosphere and assets. Generation is seeded for reproducibility and uses topology patterns (grid, maze, tower, star) to shape relationships.
Can generated places be deterministic?
Yes. The skill supports seeding so generation is reproducible across runs while still allowing controlled variation.
How do tower floors relate to other skills?
Floors can be implemented by linking to existing skills: the skill directory serves as the floor content and is referenced by elevator/stairs exits.
Will generation break story consistency?
The system enforces state and inheritance rules to maintain consistency, and guidelines recommend preserving player-discovered facts as canonical.