Weekly RPG Retro 🎲
A Claude skill that turns weekly reflection into an RPG campaign: you are the character, Claude is the Game Master. Under the hood — the classic agile retrospective structure (five stages, checking last week's action items, experiments against recurring problems). On top — lore, stats, bosses, and achievements, so the ritual is one you want to repeat instead of abandoning after a month.
The GM speaks whatever language you speak.
What it looks like
Once a week you tell Claude "let's run my weekly session". The Game Master:
- opens your character sheet and tells you itself what worries it — sagging stats, bosses growing stronger, the fate of last week's quests;
- asks questions one at a time (what was valuable, what drained you, what you learned, what got done for the main quests, when you felt proud) and reacts to each answer in two layers: narrative + an honest observation about the pattern;
- proposes its own interpretation of the week: stat deltas, achievements, bosses moving between stages;
- helps you pick 1–3 small quests for the coming week;
- closes with a "GM's observation" and writes everything to files.
Core mechanics
Personal stats. No fixed set — during onboarding the Game Master derives 4–6 stats from your goals and values. The starting value comes from a 1–100 self-assessment; after that, weekly deltas of ±1…3. No silent minuses: the GM must voice and discuss every decline.
Bosses. A recurring difficulty is a boss with a stage and a level. The cycle mirrors a retrospective loop: Spotted → Studied (a hypothesis about the trigger) → Fighting (a one-week experiment quest) → Retreating → Defeated. If a boss sits without an experiment for three weeks, or returns after a victory, it grows stronger: its level rises and the GM raises it at the start of the session. A conscious "not fighting this one right now" is recorded in the decision register and freezes the level.
Closing the loop. Every session starts with the fate of last week's quests. "Not done" is material for observation, not for guilt: the campaign's Prime Directive is that the character acted in the best way they could given what they knew, the resources they had, and the state they were in.
Quarterly review. Every ~12 weeks — the view from above: progress on the main quests, how fast bosses get defeated, the rating trend, the shift in how the character speaks about themselves, and next quarter's goals.
Installation
A skill is a folder with a SKILL.md. Put it where your Claude looks for
skills:
- Claude Code:
.claude/skills/weekly-rpg-retro/inside the campaign repository (or~/.claude/skills/for all projects); - Claude.ai / Cowork: upload
SKILL.mdto a chat and click "Save skill", or add it via Settings → Capabilities → Skills.
Important: the campaign needs a folder
The skill describes the process, but the state (profile, character sheet, week logs) lives in files. Create a dedicated directory or repository for the campaign — and run sessions where Claude can reach it: Claude Code, Cowork, or a chat with a connected GitHub repository. In a plain chat with no file system, the campaign won't survive between conversations.
The structure the skill maintains on its own:
my-campaign/
├── profile.md # setting, goals, values, your stat set
├── character_sheet.md # current state: stats, bosses, achievements
├── week1_log.md # one log per week
├── week2_log.md
└── quarter1_review.md # quarter summaries
See examples/ for a fictional sample profile and week log that
show the intended tone and format.
Quick start
- Create an empty campaign folder/repository and install the skill.
- Tell Claude: "Let's set up my campaign" — the Game Master runs onboarding (~20 minutes): a setting to your taste, main quests for the quarter, your values, known adversaries, your personal stats.
- A week later: "Let's run my weekly session." Full format ~30 minutes, short ~15.
The skill never launches itself — only when you ask.
Philosophy
- A retrospective that never checks past decisions is an empty ritual.
- Bosses describe a recurring difficulty, not a character flaw.
- Lore is packaging: every GM line must carry a real observation, not just atmosphere.
- A small quest doable under any shape of week beats a big plan.
License
MIT — take it, adapt it, play it.