Skool-specific community pitch engine -- takes a topic, operator edge, and target audience (with optional persona and signal scan data from the hunter pipeline) and produces a complete Skool community plan with concept, competitive landscape, gamification design, pricing, content architecture, launch playbook (including Skool Games and affiliate strategy), economics, value ladder, and risk assessment. General-purpose -- works for any topic from DevOps to watercolor painting.
Skool Pitch
Design a complete Skool community from scratch for ANY topic. Produces a structured JSON spec and a human-readable markdown summary covering community concept, competitive landscape on Skool, gamification/level-gating design, pricing strategy, classroom content architecture, launch playbook (with Skool Games and affiliate program tactics), economics, value ladder, and risk assessment.
Step 0: Load Conventions
Before doing ANYTHING, read the shared conventions file:
Read ${SKILLS_DIR}/_conventions.md
This file defines: canonical vault path, folder-to-type mapping, frontmatter contract, valid statuses, tag hierarchy, cross-reference syntax, and the PipelineEnvelope schema. All output from this skill MUST conform to those conventions. If there is a conflict between this SKILL.md and _conventions.md, the conventions file wins.
Relationship to community-pitch
This skill is the Skool-specific sibling of community-pitch.
| community-pitch | skool-pitch | |
|---|---|---|
| Platform | Evaluates Skool vs Circle vs Discord etc. | Assumes Skool — goes deep on Skool-specific features |
| Input | Requires persona-extract + signal-scan output | Topic + operator edge + audience (personas/signals optional) |
| Scope | Platform-agnostic community design | Skool gamification, level-gating, Skool Games, affiliate program, marketplace discovery |
| Pipeline | Requires upstream skills | Works standalone OR as part of hunter pipeline |
Use community-pitch when you need to evaluate which platform to use. Use skool-pitch when you have already decided on Skool (or want a Skool-first analysis).
Pipeline Position (Optional)
signal-scan -> decision-log -> persona-extract -> **skool-pitch** -> hunter-log
(Skool-specific sibling of community-pitch)
When used standalone (outside the pipeline), skip upstream references and work from the required input fields directly.
When to Use
- Designing a Skool community for any topic from scratch
- Evaluating a Skool community idea before committing $99/month
- Planning Skool-specific gamification and level-gating
- Building a Skool Games competition strategy
- Designing a Skool affiliate growth flywheel
- Researching what already exists on Skool for a given topic
- Creating a Skool launch playbook from zero audience
Trigger Phrases
- “Pitch a Skool community for [topic]”
- “Design a Skool group for [topic]”
- “Is [topic] viable on Skool?”
- “Skool community plan for [topic]”
- “/skool-pitch [topic]“
Input
interface SkoolPitchInput {
topic: string // "DevOps", "Watercolor Painting", "AI for Lawyers"
operator_edge: string // what makes you qualified
target_audience: string // who is this for
existing_audience_size: number // 0 = starting from scratch
personas?: PersonaExtractOutput // optional -- from hunter pipeline
spend_signals?: SpendSignal[] // optional -- from signal scan
}
If personas and spend_signals are provided, use them to ground pricing, positioning, and launch strategy in real data. If they are absent, use web research and the operator’s description of the audience instead.
Workflow
Input (topic + operator edge + audience)
|
Phase 1: Topic Validation (is this suitable for a Skool community?)
|
Phase 2: Competitive Scan (what already exists on Skool + free alternatives)
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Phase 3: Concept Design (name, tagline, transformation, skool.com URL)
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Phase 4: Skool-Specific Setup (plan, categories, gamification levels, welcome flow)
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Phase 5: Pricing Strategy (monthly/annual/founding, anchored to market data)
|
Phase 6: Content Architecture (classroom courses + community cadence + repurposing)
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Phase 7: Launch Playbook (3-phase plan with Skool Games + affiliate strategies)
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Phase 8: Economics (projections, break-even, LTV)
|
Phase 9: Value Ladder (where Skool fits in the broader product ecosystem)
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Phase 10: Risk Assessment (what could go wrong, kill criteria)
|
Output: JSON spec + Markdown summary
Phase 1: Topic Validation
Before designing anything, evaluate whether this topic is suitable for a paid Skool community. Score three dimensions (1-10 each):
| Dimension | Question | What to Look For |
|---|---|---|
| Recurring interest | Is engagement ongoing or one-and-done? | Topics with evolving knowledge, seasonal cycles, or identity components score high. “How to hang a shelf” scores low; “woodworking” scores high. |
| Peer value | Do people in this space benefit from connecting with each other? | Look for existing forums, Discord servers, subreddits, Facebook groups. High peer activity = high peer value. |
| Willingness to pay | Do people already spend money in this domain? | Courses, tools, subscriptions, coaching, events. If they spend nothing, a paid community is a hard sell. |
Topic Viability Score = average of all three dimensions.
- 8-10: Strong fit. Skool community is likely viable.
- 6-7: Moderate fit. Needs strong differentiation or unique operator edge.
- 4-5: Weak fit. Consider free community with premium upsell, or different model entirely.
- 1-3: Poor fit. Recommend against a Skool community. Stop and explain why.
If the score is 3 or below, do NOT proceed. Explain which dimensions failed and suggest alternatives.
Phase 2: Competitive Scan
This phase requires web search. Do not fabricate community data.
Existing Skool Communities
Search Skool.com/discovery and the web for existing communities on this topic. For each competitor found, document:
- Name and URL (skool.com/group-slug)
- Price (free or paid, monthly amount)
- Estimated member count
- Strengths (what they do well)
- Weaknesses (gaps you can exploit)
Find at least 3 existing communities if they exist. If none exist on Skool for this topic, note that — it is either a gap or a warning sign.
Free Alternatives
List the free places people currently go for this topic: specific subreddits, Discord servers, YouTube channels, Facebook groups, forums. These are what you are competing against.
Differentiation
Based on the competitive landscape, state clearly how this community will be different. Not “better content” — specific, defensible differentiation tied to the operator’s edge.
Phase 3: Concept Design
Community Name
- Must be instantly clear about who it is for
- Should imply transformation or identity, not just topic
- Test: if you saw this name on skool.com/discovery, would you immediately know if it is for you?
Tagline
- One sentence. Formula: “[Outcome] for [specific audience] through [mechanism]“
Transformation
- Before: the painful or limited state the audience is currently in (use their language)
- After: the identity, capability, or result they gain
Core Promise
- The ONE thing this community delivers better than any free alternative
- Test: “Join [name] and you will [one thing]“
Skool URL Suggestion
- Suggest a skool.com/slug that is short, memorable, and available (check by searching)
Phase 4: Skool-Specific Setup
Plan Selection
| Plan | Cost | Best For |
|---|---|---|
| Free (on Skool) | $0 (Skool is free to join) | Lead gen, top-of-funnel |
| Paid Group | $99/mo to Skool | Monetized community with native payments |
Recommend a plan and group type (free, paid, or freemium with a free group feeding a paid group).
Content Categories
Design 3-5 content categories for the Skool group. Categories organize the community feed. Each category needs:
- Name
- Purpose (one sentence)
- Who posts (creator, members, or both)
Gamification and Level-Gating
Skool has a built-in points and levels system. Design a meaningful level-gating strategy:
| Level | Points Required | Unlocks | Rationale |
|---|---|---|---|
| 1 | 0 | Community feed, introductions | Everyone starts here |
| 2 | X | [specific content or feature] | Reward for initial engagement |
| … | … | … | … |
Level-gating rules:
- Points come from posting, commenting, and getting likes
- Gate content that has clear value behind levels that require real engagement
- Do NOT gate everything — new members need enough value at Level 1 to stay
- The best gates reward behavior you want to encourage (e.g., gate the resource library behind Level 2 so people engage in the feed first)
- 5-7 levels is typical. More than 9 is overwhelming.
Welcome Flow
Design the new member experience:
- Welcome video — what to say (30-60 seconds, topics to cover)
- Pinned post — what it contains (start here guide, community rules, quick win)
- Introduction prompt — the specific question new members answer to make their first post
- First action — what to do within 24 hours of joining
Phase 5: Pricing Strategy
If Paid Group
| Element | Guidance |
|---|---|
| Monthly price | Anchor to competitor pricing from Phase 2 and audience WTP (from personas if available, or from comparable communities) |
| Annual price | 15-20% discount vs monthly. Skool supports annual billing natively. |
| Founding member price | First N members get a locked-in discount. Specific N, specific price. Creates urgency. |
| Founding member limit | 20-50 is typical. Small enough for urgency, large enough to seed the community. |
| Free trial | Skool supports 1-30 day free trials. Recommend a duration with rationale. |
If Freemium (Free + Paid)
Design the free-to-paid conversion:
- What is available in the free group
- What unlocks in the paid group
- The trigger event that makes someone upgrade
- Conversion rate assumption (2-5% of free members is realistic)
Pricing Rules
- If comparable Skool communities charge $29-49/mo, do not price at $99/mo without clear premium justification
- If the audience is price-sensitive (students, hobbyists), lean toward lower monthly with stronger annual incentive
- If the audience is professional (lawyers, engineers, executives), higher pricing signals quality
- Always state the rationale for the price chosen
Phase 6: Content Architecture
Classroom Courses
Skool has a built-in “Classroom” for structured courses. Design 1-3 courses:
For each course:
- Course name — clear, outcome-oriented
- Modules — 4-8 modules per course, each described in one sentence
- Drip strategy — Skool does NOT support native content dripping. Workarounds: release modules on a schedule manually, gate courses behind levels, or use “cohort unlock” announcements in the community feed.
Community Content Cadence
Define recurring content that justifies the recurring price:
| Content Type | Frequency | Description | Creator Time |
|---|---|---|---|
| e.g., Weekly live call | Weekly | Topic + format | X hours |
Cadence rules:
- Total creator time must not exceed 5-10 hours per week
- At least one synchronous touchpoint (live call, AMA, etc.)
- Leverage member-generated content (challenges, show-your-work, peer feedback)
- Do not commit to daily content unless you have a sustainable system
Content Repurposing
List 3-5 ways to turn community content into external content that drives new members:
- e.g., Clip live call highlights for YouTube Shorts / TikTok
- e.g., Turn member wins into Twitter/X case studies
- e.g., Compile weekly discussion threads into a newsletter
Phase 7: Launch Playbook
Phase 1: Pre-Launch (2-4 weeks before opening)
- Duration
- Specific steps (waitlist, teaser content, warm outreach, etc.)
- Goal (e.g., “50 people on waitlist”)
Phase 2: Founding Members (first 2-4 weeks after opening)
- Duration
- Steps (founding member offer, onboarding, first live sessions, etc.)
- Target member count
- Goal (e.g., “30 founding members, first live call completed”)
Phase 3: Growth (months 2-6)
- Duration
- Steps (content marketing, referrals, partnerships, etc.)
- Target member count
- Goal (e.g., “100 members, sustainable content cadence, positive unit economics”)
Skool Games Strategy
The Skool Games is a monthly competition where communities compete for cash prizes based on new member growth. Strategy should cover:
- Whether to enter the Skool Games (it requires real growth momentum)
- When to enter (not month 1 — wait until you have systems that produce consistent growth)
- Tactics for maximizing new member adds during a Skool Games month
- How to use the Skool Games leaderboard for social proof
Affiliate Strategy
Skool offers a 40% recurring affiliate commission to members who refer new Skool groups. Strategy should cover:
- How to recruit affiliates from within your community
- Incentive structure for member referrals (beyond the Skool affiliate)
- Whether to create an affiliate/referral program for your specific community
- How to leverage the Skool affiliate program for partnerships
Phase 8: Economics
Conservative projections. The goal is a realistic picture, not a pitch deck.
| Metric | Guidance |
|---|---|
| Startup cost | Skool plan cost + any tools/equipment |
| Monthly cost | $99/mo (Skool) + any additional tools |
| Break-even members | Members needed to cover all costs including creator time |
| Month 1 projection | Modest: 10-20 from zero audience, 30-50 from small audience, 50-100 from established audience |
| Month 6 projection | Account for churn and growth |
| Month 12 projection | Steady-state target |
| Churn assumption | 15-20% monthly for new communities (higher than community-pitch’s 7-10% because this accounts for the reality of early-stage Skool communities). Reduce to 10-12% after month 6 if retention tactics are working. |
| LTV per member | Calculate from monthly price and churn: LTV = price / churn_rate |
Economics Rules
- Break-even must account for creator time at a reasonable hourly rate
- Month 1 projections start from
existing_audience_sizein the input - Do not project hockey-stick growth
- If economics do not work at the target price point, say so and suggest alternatives
Phase 9: Value Ladder
Map where the Skool community fits in the broader product ecosystem:
| Tier | What | Price |
|---|---|---|
| Free | Lead magnet, free content, free Skool group (if freemium) | $0 |
| Entry offer | Low-ticket product that demonstrates value | $X |
| Core offer | The Skool community | $X/mo |
| Premium offer | Upsell: coaching, mastermind, done-for-you, etc. | $X |
Each tier must have a clear upgrade path to the next. The Skool community is the core recurring revenue engine; the value ladder explains what feeds it and what it feeds.
Phase 10: Risk Assessment
Risks
For each risk:
- Risk — what could go wrong
- Mitigation — how to reduce the probability or impact
- Severity — low, medium, or high
Minimum risks to evaluate:
- Low initial engagement (ghost town problem)
- Creator burnout from content cadence
- Price sensitivity in target audience
- Competition from free alternatives
- Skool platform risk (dependency on a single platform)
- Churn exceeding projections
Kill Criteria
Measurable, time-bounded conditions under which to shut down or pivot:
- e.g., “Fewer than 20 members after 90 days”
- e.g., “Monthly churn exceeds 25% for 3 consecutive months”
- e.g., “Creator time exceeds 15 hours/week with no path to delegation”
Define these BEFORE launch to prevent sunk cost fallacy.
Output
The pitch produces two artifacts:
1. JSON Spec
Structured data following the schema in references/output-schema.json. Wrapped in a PipelineEnvelope:
{
"skill": "skool-pitch",
"version": "1.0",
"session_id": "...",
"timestamp": "...",
"input_refs": ["optional-persona-ref", "optional-signal-scan-ref"],
"output": { ... SkoolPitchOutput ... }
}
When used standalone (no upstream pipeline artifacts), input_refs is an empty array.
2. Markdown Summary
Human-readable plan saved to the vault at Product Discovery/Offers/ following vault conventions:
Filename: skool-{topic-slug}-{YYYY-MM-DD}.md
Frontmatter:
type: community-pitch
date: YYYY-MM-DD
status: spec
tags:
- hunter/community
- hunter/format/community
- hunter/domain/{topic-slug}
- hunter/platform/skool
Sections: Topic Validation (scores + evidence), Competitive Landscape (existing Skool communities table, free alternatives, differentiation), Community Concept (name, tagline, transformation, core promise, suggested URL), Skool Setup (plan, categories table, level-gating table, welcome flow), Pricing Strategy (table + rationale), Content Architecture (classroom courses, cadence table with total weekly hours, repurposing list), Launch Playbook (3 phases + Skool Games strategy + affiliate strategy), Economics (projections table, break-even, LTV), Value Ladder (tier table), Risk Assessment (risks table + kill criteria checklist).
Quality Checklist
Run this checklist before delivering the pitch:
- Competitive scan includes REAL existing Skool communities (web search required, not fabricated)
- Pricing anchored to comparable communities found in Phase 2
- Content cadence total weekly creator time is 5-10 hours or less
- Launch plan starts from actual
existing_audience_sizein the input - Economics use 15-20% monthly churn for new communities (conservative)
- Kill criteria are measurable and time-bounded
- Level-gating strategy uses gamification meaningfully (not just arbitrary gates)
- Classroom courses have a drip workaround since Skool lacks native drip
- Content repurposing strategy turns community content into external growth content
- Skool Games strategy has a specific timing recommendation (not “enter immediately”)
- Affiliate strategy covers both Skool’s native 40% program and community-specific referrals
- Value ladder shows clear progression from free to premium
- Skool URL suggestion is short, memorable, and topic-relevant
- Welcome flow gets new members posting within 24 hours
- If personas/signals were provided, pricing and positioning reference them explicitly
- JSON output validates against
references/output-schema.json - Output is wrapped in PipelineEnvelope
- Markdown saved to vault with correct frontmatter and filename convention