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 <closest> / 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.
1---2name: gamemode-designer3description: Invents, scores, and plans original Minecraft server gamemodes, then turns the chosen idea into a concrete local build plan. Use whenever the user wants to start, create, or set up a server, brainstorm or invent a gamemode, asks for an original, unique, new, custom, or hybrid gamemode, wants to combine or fuse existing gamemodes, says "a server where X happens", "make me a server", "what gamemode should I make", "give me a fun server idea", or wants help taking an idea into an actual fun, re-engaging server. Generates concepts by combining archetype mechanics with one twist and a theme, scores each for fun and feasibility against real plugin stacks, then routes the build to new-server-bootstrap, gamemode-stacks, permissions-helper, and server-branding. Plans and writes locally only; never runs live server commands.4license: MIT5---67# Gamemode Designer (the foundry)89Take an idea all the way to a fun, re-engaging server. One command, `/mcwrench:create`, runs three10internal phases. **Plan and write locally only. Never run live server commands, RCON, or panel11writes — that is a future operator mode, out of scope here.** Never invent plugin config keys; map12every mechanic to a real plugin or flag it as custom, and fetch exact keys with `learn-plugin-docs`.1314## How fun works (bake this in)15A gamemode is fun when it has a clear **Challenge → Action → Reward** core loop, a **nested or16escalating** loop for retention (prestige, seasons, a ladder to climb), and a **twist on a familiar17base** rather than a clone. Originality comes from **combining existing archetypes + exactly one18bending twist + a theme** — evolve, do not copy.1920## Phase 1 — IMAGINE (only when the input is vague)21If the user gives nothing, a vibe, or "something fun", generate **3 to 5 original concepts**. For22each, fill: name, one-line pitch, base archetype(s) fused, the one twist, core loop, progression,23conflict + stakes, target audience, **fun score**, **feasibility verdict + the plugin stack**, and a24novelty note. Build concepts from `references/mechanic-taxonomy.md` (the 9 axes + twist bank). Score25with `references/fun-feasibility-rubric.md`. Propose the top 1 to 3 and let the user pick, or crown26the highest fun among the buildable-now options.2728If the user already has a concrete idea ("a server where you age and die of old age", or a concept29from a previous IMAGINE), skip to DESIGN.3031## Phase 2 — DESIGN the chosen concept32Lock it down: the core loop in one sentence, the single twist, the full plugin stack (each mechanic33mapped to a real plugin), and the **glue the twist needs** (a config setting, a Skript, or a custom34plugin). Sanity-check feasibility: stack exists, performance risk, abuse surface (alt-farming, grief,35combat-logging, dupes), EULA pressure. Give a verdict: **Config-only**, **Skript-glue**, or **Needs a36custom plugin** (park the last for later). Prefer the highest-fun idea that is Config-only or37Skript-glue — that is one that "could actually work".3839## Phase 3 — CREATE the local build plan / starter pack40Route to the existing skills and assemble one plan:41- **Stack + docs** → `gamemode-stacks` for the closest base archetype, then pre-pull every plugin's42 docs with `learn --stack <closest>` / `learn-plugin-docs`.43- **Server setup** → `new-server-bootstrap` (software, Java, startup, EULA, starter configs).44- **Ranks** → a themed ladder handed to `permissions-helper` for LuckPerms tracks.45- **Brand** → `server-branding` for the MOTD, rank prefixes, and store/Discord copy in the right46 format per plugin.47- **The twist** → a concrete spec (which plugin/Skript, what it does, the config or event hooks).48- **Audit** → an `audit-config` pass over the proposed config.4950Emit it as a single readable starter pack: concept, plugin list, the twist spec, ranks, MOTD, and a51build order. **Write nothing to a live server.** Local starter files only if the user explicitly52confirms (and only once config generators exist).5354## Guardrails55- Local only. No RCON, no panel API writes, no console commands, no live testing. Those are v2.56- Never invent config keys, permission nodes, or plugin behaviour. Fetch with `learn-plugin-docs`.57- Keep the economy/store EULA-safe; flag pay-to-win pressure a twist might create.58- One twist per concept. Two twists usually means two muddy gamemodes.5960## References61- `references/mechanic-taxonomy.md` — the 9 combination axes + the twist bank.62- `references/fun-feasibility-rubric.md` — the fun rubric, the feasibility check, the verdict ladder.63- `references/example-concepts.md` — worked hybrid examples (Tidewell, Faultline, Ageless) + seeds.