# Gamemode Designer

> >-

- **Type:** Skill
- **Install:** `agentstack add skill-teddy563-mcwrench-gamemode-designer`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [Teddy563](https://agentstack.voostack.com/s/teddy563)
- **Installs:** 0
- **Category:** [Cloud & Infrastructure](https://agentstack.voostack.com/c/cloud-infrastructure)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [Teddy563](https://github.com/Teddy563)
- **Source:** https://github.com/Teddy563/mcwrench/tree/main/skills/gamemode-designer
- **Website:** https://mcwrench.teddy.bar

## Install

```sh
agentstack add skill-teddy563-mcwrench-gamemode-designer
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# Gamemode Designer (the foundry)

Take an idea all the way to a fun, re-engaging server. One command, `/mcwrench:create`, runs three
internal phases. **Plan and write locally only. Never run live server commands, RCON, or panel
writes — that is a future operator mode, out of scope here.** Never invent plugin config keys; map
every mechanic to a real plugin or flag it as custom, and fetch exact keys with `learn-plugin-docs`.

## How fun works (bake this in)
A gamemode is fun when it has a clear **Challenge → Action → Reward** core loop, a **nested or
escalating** loop for retention (prestige, seasons, a ladder to climb), and a **twist on a familiar
base** rather than a clone. Originality comes from **combining existing archetypes + exactly one
bending twist + a theme** — evolve, do not copy.

## Phase 1 — IMAGINE (only when the input is vague)
If the user gives nothing, a vibe, or "something fun", generate **3 to 5 original concepts**. For
each, fill: name, one-line pitch, base archetype(s) fused, the one twist, core loop, progression,
conflict + stakes, target audience, **fun score**, **feasibility verdict + the plugin stack**, and a
novelty note. Build concepts from `references/mechanic-taxonomy.md` (the 9 axes + twist bank). Score
with `references/fun-feasibility-rubric.md`. Propose the top 1 to 3 and let the user pick, or crown
the highest fun among the buildable-now options.

If the user already has a concrete idea ("a server where you age and die of old age", or a concept
from a previous IMAGINE), skip to DESIGN.

## Phase 2 — DESIGN the chosen concept
Lock it down: the core loop in one sentence, the single twist, the full plugin stack (each mechanic
mapped to a real plugin), and the **glue the twist needs** (a config setting, a Skript, or a custom
plugin). Sanity-check feasibility: stack exists, performance risk, abuse surface (alt-farming, grief,
combat-logging, dupes), EULA pressure. Give a verdict: **Config-only**, **Skript-glue**, or **Needs a
custom plugin** (park the last for later). Prefer the highest-fun idea that is Config-only or
Skript-glue — that is one that "could actually work".

## Phase 3 — CREATE the local build plan / starter pack
Route to the existing skills and assemble one plan:
- **Stack + docs** → `gamemode-stacks` for the closest base archetype, then pre-pull every plugin's
  docs with `learn --stack ` / `learn-plugin-docs`.
- **Server setup** → `new-server-bootstrap` (software, Java, startup, EULA, starter configs).
- **Ranks** → a themed ladder handed to `permissions-helper` for LuckPerms tracks.
- **Brand** → `server-branding` for the MOTD, rank prefixes, and store/Discord copy in the right
  format per plugin.
- **The twist** → a concrete spec (which plugin/Skript, what it does, the config or event hooks).
- **Audit** → an `audit-config` pass over the proposed config.

Emit it as a single readable starter pack: concept, plugin list, the twist spec, ranks, MOTD, and a
build order. **Write nothing to a live server.** Local starter files only if the user explicitly
confirms (and only once config generators exist).

## Guardrails
- Local only. No RCON, no panel API writes, no console commands, no live testing. Those are v2.
- Never invent config keys, permission nodes, or plugin behaviour. Fetch with `learn-plugin-docs`.
- Keep the economy/store EULA-safe; flag pay-to-win pressure a twist might create.
- One twist per concept. Two twists usually means two muddy gamemodes.

## References
- `references/mechanic-taxonomy.md` — the 9 combination axes + the twist bank.
- `references/fun-feasibility-rubric.md` — the fun rubric, the feasibility check, the verdict ladder.
- `references/example-concepts.md` — worked hybrid examples (Tidewell, Faultline, Ageless) + seeds.

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [Teddy563](https://github.com/Teddy563)
- **Source:** [Teddy563/mcwrench](https://github.com/Teddy563/mcwrench)
- **License:** MIT
- **Homepage:** https://mcwrench.teddy.bar

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-teddy563-mcwrench-gamemode-designer
- Seller: https://agentstack.voostack.com/s/teddy563
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
