dnfjeff/expand-yoyr-mind/goal

Claude Code and agent skill by dnfjeff/expand-yoyr-mind

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Quest objectives that drive narrative — the WANTS of adventure

Install

npx vskill@latest install dnfjeff/expand-yoyr-mind/goal

SKILL.md

The same SKILL.md was published earlier as majiayu000/claude-skill-registry-data/goal.

Goal

"A goal is not always meant to be reached. Often it serves simply as something to aim at."
— Bruce Lee

What Is It?

A Goal is a quest objective that drives the adventure forward. It defines what the player is trying to achieve and when they've succeeded (or failed).

Goals create narrative tension — the gap between current state and desired state.


Schema Mechanism Connection

From Gary Drescher's theory:

Context → Action → Result

Goals define the desired Result that motivates Action. The adventure is a laboratory for learning causal chains that achieve goals.


Goal Properties

PropertyPurpose
idUnique identifier
nameShort display name
descriptionWhat you're trying to achieve
statuspending, active, complete, failed
complete_whenNatural language condition
fail_whenWhen goal becomes impossible
rewardWhat you get on completion
progressPartial completion tracking

Completion Conditions

Natural language conditions that compile to JS/PY:

yaml
complete_when: "player has the treasure"
complete_when_js: "(ctx) => ctx.player.inventory.includes('treasure')"

Rewards

Goals can grant various rewards:

yaml
reward:
buff: "Hero's Glory" # Temporary effect
item: "champion-medal" # Object
unlock: "secret-room" # New access
narrative: "The kingdom celebrates!" # Story beat

Progress Tracking

For multi-step goals:

yaml
progress:
collected: 3
needed: 5

Goal Hierarchies

Goals can nest:

yaml
parent: defeat-dragon
children:
- find-magic-sword
- learn-dragon-weakness
- reach-dragon-lair

Complete all children to complete the parent.


Failure Conditions

Goals can fail:

yaml
fail_when: "time reaches midnight AND prisoner is not freed"
fail_message: "You were too late."

Examples

Simple Quest
yaml
goal:
id: find-treasure
name: "Find the Treasure"
complete_when: "player has the treasure"
Timed Challenge
yaml
goal:
id: rescue-mission
name: "Save the Prisoner"
complete_when: "prisoner is freed"
fail_when: "10 turns pass without rescue"
priority: urgent
Collection Quest
yaml
goal:
id: gather-keys
name: "Collect All Keys"
complete_when: "player has 5 enchanted keys"
progress:
collected: 2
needed: 5

Related Skills


Protocol Symbol

SCHEMA-MECHANISM — Goals drive causal learning

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