party

Companions and group dynamics — you're never alone

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Install skill "party" with this command: npx skills add simhacker/moollm/simhacker-moollm-party

Party Skill

Companions and group dynamics.

Motto: "You're never alone. Unless you want to be."

Key Concepts

  • Companions have relationships with you AND each other
  • Emergent creation — asking about family CREATES them
  • Maintenance — companions have needs too
  • Selection — commands directed to selected targets (zero, one, many)

Simulation State

In SIMULATION.yml:

party:
  members:
    - characters/don-hopkins/
    - pub/cat-cave/terpie.yml
  leader: characters/don-hopkins/
  formation: line

selection:
  targets: [pub/cat-cave/terpie.yml]  # Always a list

Selection targets: Characters, rooms (rooms are characters too!), objects, concepts.

Recruitment

MethodHow
Ask NPCsRequest they join
FamilyAsk Mother about relatives
SummonUse skill/ability
HirePay gold

Roles

RoleTypes
FrontlineFighter, Guardian, Tank
SupportNavigator, Light-Bearer, Pack Mule
SpecialistPhotographer, Chef, Merchant
MysticOracle, Medium, Postal Savant
WildcardPet, Sibling, Reformed Grue

Commands

  • SELECT [target] / DESELECT
  • PARTY / RECRUIT / DISMISS
  • PARTY FORMATION [line/circle/defensive]
  • HOLD / FOLLOW / SCATTER / REGROUP
  • [COMPANION] GUARD / SCOUT / FETCH

See Also

  • character — Companions are characters
  • needs — Companions have needs
  • room — Rooms can be selection targets

Party Skill — Companions and Group Dynamics

Companions have relationships with you AND each other.

skill: name: party tier: 1 protocol: PARTY-AS-ENSEMBLE description: | Party management for companions, groups, and ensemble play. Companions have relationships with you AND each other. Asking about family/pets CREATES them! motto: "You're never alone. Unless you want to be."

RECRUITMENT

recruitment: methods: ask_npcs: "Ask NPCs to join your party" family: "Ask Mother about family members" summon: "Summon via skill or ability" hire: "Pay gold for mercenaries"

emergent: | Asking about siblings/pets CREATES them! "Do I have a sister?" → Now you do. "What about my childhood dog?" → Dog appears in flashback/spirit.

ROLES

roles: frontline: types: ["Fighter", "Guardian", "Tank"] function: "Takes hits, blocks, protects"

support: types: ["Navigator", "Light-Bearer", "Pack Mule"] function: "Carries, guides, illuminates"

specialist: types: ["Photographer", "Painter", "Chef", "Merchant"] function: "Unique skills for specific situations"

mystic: types: ["Oracle", "Medium", "Postal Savant", "Self Help Guru"] function: "Information, foresight, strange knowledge"

wildcard: types: ["Pet", "Sibling", "Reformed Grue"] function: "Unpredictable, emotional, surprising"

COMMANDS

commands: formation: syntax: "PARTY FORMATION [type]" options: line: "Single file for corridors" circle: "Defensive, protect center" defensive: "Tanks front, support back" scatter: "Spread out for traps"

orders: HOLD: "Stay in place" FOLLOW: "Follow leader" SCATTER: "Everyone spread out" REGROUP: "Come back together"

individual: syntax: "[COMPANION] [action]" actions: GUARD: "Protect a location/person" SCOUT: "Explore ahead" FETCH: "Retrieve an item" DISTRACT: "Draw attention away"

special: SWARM: "All companions attack target" POSSESS: "Take direct control (mystic)" SUMMON: "Call companion from elsewhere"

DYNAMICS

dynamics: intra_party: | Companions have relationships with EACH OTHER. - Siblings may bicker - Pets bond with certain people - Rivals can become friends - Romance possible

maintenance: | Companions have needs too: - Must be fed (hunger) - Need rest (energy) - Crave interaction (social) - Can get bored (fun)

loyalty: | Relationship with leader affects: - Willingness to follow dangerous orders - Combat effectiveness - Likelihood to leave party - Special abilities unlocked

SIMULATION STATE — Party & Selection

simulation_state: description: | Party and selection state lives in SIMULATION.yml (or session state). Tracks who's in the party and who commands are directed to.

structure: | # In SIMULATION.yml or adventure session state

party:
  # References to character homes (not copies)
  members:
    - characters/don-hopkins/
    - pub/cat-cave/terpie.yml
    - characters/bumblewick-fantastipants/
  
  leader: characters/don-hopkins/
  formation: line
  
selection:
  # Who commands are directed to (zero, one, or many)
  # Always a list for consistency
  targets: []                    # No one selected
  targets: [characters/don-hopkins/]  # Self
  targets: [pub/cat-cave/terpie.yml]  # One companion
  targets:                       # Multiple
    - pub/cat-cave/terpie.yml
    - pub/cat-cave/stroopwafel.yml
    

selection_targets: characters: "Players, NPCs, companions, pets" rooms: "Rooms can be characters too — talk to them!" objects: "Animist model — objects can respond" concepts: "Abstract entities (factions, spirits)"

examples: talk_to_room: | selection: targets: [pub/]

  > HELLO
  The pub itself seems to welcome you.
  Warm lights flicker in greeting.
  
command_multiple: |
  selection:
    targets:
      - pub/cat-cave/terpie.yml
      - pub/cat-cave/stroopwafel.yml
      
  > FOLLOW ME
  Both cats look up, stretch, and pad after you.
  
self_selected: |
  selection:
    targets: [characters/don-hopkins/]
    
  > EXAMINE
  You look at yourself...
  

commands: SELECT: syntax: "SELECT [target]" | "SELECT [target1], [target2]" effect: "Sets selection.targets"

DESELECT:
  syntax: "DESELECT" | "DESELECT [target]"
  effect: "Clears or removes from selection.targets"
  
PARTY:
  syntax: "PARTY"
  effect: "Shows current party members and formation"
  
RECRUIT:
  syntax: "RECRUIT [character]"
  effect: "Adds to party.members"
  
DISMISS:
  syntax: "DISMISS [character]"
  effect: "Removes from party.members"

EMERGENT CREATION

emergent_creation: principle: | Asking about family or companions CREATES them. The world grows to accommodate your questions.

examples: sister: | Player: "Do I have a sister?" DM: Creates sister with personality, location, relationship

childhood_pet: |
  Player: "What about my old dog?"
  DM: Creates dog (living, spirit, or memory)
  
mother_help: |
  Player: "Ask Mother who else can help"
  Mother: Reveals cousin, old friend, or creates new NPC

integrates_with:

  • skill: simulation how: "Party and selection state lives in SIMULATION.yml"
  • skill: character how: "Companions are characters"
  • skill: needs how: "Companions have needs"
  • skill: room how: "Companions move through rooms"
  • skill: buff how: "Some companions grant buffs"

Source Transparency

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party | V50.AI