Goal
SkillDev toolsQuest objectives that drive narrative — the WANTS of adventure
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Goal skill
What this skill tells your AI
The instructions your AI receives, as published by simhacker/moollm in skills/goal/SKILL.md and read by ahel’s review.
"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
| Property | Purpose |
|---|---|
id | Unique identifier |
name | Short display name |
description | What you're trying to achieve |
status | pending, active, complete, failed |
complete_when | Natural language condition |
fail_when | When goal becomes impossible |
reward | What you get on completion |
progress | Partial completion tracking |
Completion Conditions
Natural language conditions that compile to JS/PY:
complete_when: "player has the treasure"
complete_when_js: "(ctx) => ctx.player.inventory.includes('treasure')"
Rewards
Goals can grant various rewards:
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:
progress:
collected: 3
needed: 5
Goal Hierarchies
Goals can nest:
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:
fail_when: "time reaches midnight AND prisoner is not freed"
fail_message: "You were too late."
Examples
Simple Quest
goal:
id: find-treasure
name: "Find the Treasure"
complete_when: "player has the treasure"
Timed Challenge
goal:
id: rescue-mission
name: "Save the Prisoner"
complete_when: "prisoner is freed"
fail_when: "10 turns pass without rescue"
priority: urgent
Collection Quest
goal:
id: gather-keys
name: "Collect All Keys"
complete_when: "player has 5 enchanted keys"
progress:
collected: 2
needed: 5
Related Skills
- adventure — Contains active goals
- hero-story — Narrative structure
- needs — Internal motivations
Protocol Symbol
SCHEMA-MECHANISM — Goals drive causal learning
Signals
- GitHub stars
- 52
- Forks
- 5
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
goal-simhacker- Source
- github.com/simhacker/moollm