Skill: stanestane/game-design-roadblock-reframing (version 1.0.0)

--- name: game-design-roadblock-reframing description: Reframe a game design problem by isolating the main blocker, imagining it removed, and using that perspective to discover workaround paths. Use when a team is stuck on one obstacle, when discussion keeps collapsing into 'we can't because', or when a feature, system, or plan feels trapped by a single technical, UX, content, or production roadblock. --- # Game Design Roadblock Reframing Get unstuck by changing the angle of the problem. Use this skill when one blocker has become mentally larger than the design space around it. The aim is not to deny the blocker. The aim is to remove it temporarily, inspect what becomes possible, and then derive realistic paths around, under, or over it. Read `references/family-conventions.md` when you need the shared conventions for this GROW-derived skill family. ## What to produce Generate: 1. **Roadblock definition** - what is blocking progress 2. **Unblocked reality** - what the design would look like if that blocker vanished 3. **Workaround paths** - how to approach that unblocked state without magic 4. **Recommendation** - which path is most credible now ## Process ### 1. Name the blocker clearly Define: - what the roadblock is - why it matters - how it is constraining design thinking ### 2. Imagine it removed Ask: - if this disappeared overnight, what would we want to do? - what would the feature or system look like then? - what value are we actually trying to protect or create? ### 3. Derive workaround paths From the unblocked version, ask: - what partial version is achievable now - what adjacent solution gets us close enough - what substitute mechanism could create similar value - what sequencing change could bypass the blocker for now ### 4. Choose the strongest path Select the workaround that best preserves value with acceptable cost and risk. ## Response structure ### Roadblock - ... ### Unblocked Reality - ... ### Workaround Paths 1. ... 2. ... 3. ... ### Recommendation - ... ## Fast mode - What is the blocker? - If it disappeared, what would we do? - What is the nearest realistic version of that outcome? ## Working principle Do not let one obstacle define the entire design space.

path: references/family-conventions.md
content: # GROW-Derived Family Conventions

Use this family of skills as workflow tools for game design thinking and decision-making.

## Shared stance
- Prefer practical design movement over abstract theory.
- Keep outputs decision-oriented.
- Avoid pretending rough judgments are precise truths.
- When possible, distinguish player value, business value, implementation cost, risk, and strategic fit.
- Prefer several credible paths before commitment.
- Treat these skills as complements, not strict silos.

## How this skill family fits together
- **game-design-goal-framing**: clarify what the feature is for
- **game-design-option-generation**: expand the solution space
- **game-design-five-options**: force explicit comparison across several candidate paths
- **game-design-roadblock-reframing**: get unstuck when one blocker dominates thinking
- **game-design-ideal-outcome-backcasting**: work backward from the best believable future
- **game-design-transformative-reuse**: adapt or recombine what already exists
- **game-design-feature-prioritization**: choose what to do now, later, or not at all

## Recommendation
Start with the narrowest skill that matches the user's real need. If several apply, use them in sequence rather than collapsing everything into one bloated answer.

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