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Set how players are scoped

set_player_scope
DestructiveIdempotent

Choose whether players (and their data/leaderboards) are shared across all of your games ('account', the default) or isolated to one game ('project'). Set this ONCE at setup: it locks as soon as the game has any players, because changing it would split existing players and their leaderboards across two scopes. To use a different scoping, create a new game. IRREVERSIBLE: always name the target with game; this tool refuses to pick when the studio has several.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "scope": "<scope>"
    },
    "name": "set_player_scope"
  }
}

Input Schema

NameRequiredDescriptionDefault
gameNoWhich game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.
scopeYes'account' = org-wide players; 'project' = per-game.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Added

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations declare destructiveHint=true and idempotentHint=true, but the description adds the crucial operational context the agent cannot infer: the lock is triggered by the presence of players, the change is irreversible, and the tool will refuse to act when the studio has multiple games. That last detail is a failure mode an agent would otherwise only discover at call time.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with the core choice and tightly written, with the IRREVERSIBLE warning isolated for emphasis. Minor redundancy: the lock-after-players point is made twice, and the final sentence bolts target-naming guidance onto an irreversibility label.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a two-parameter, fully documented tool with no output schema, the description supplies everything an agent needs: what the values mean, when the operation is permitted, the failure mode with multiple games, and the recovery path. Nothing material is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3, but the description adds genuinely new semantics for `game`: the tool refuses to infer a target when the studio has several, making the parameter effectively mandatory in practice despite being optional in the schema. The `scope` values are restated rather than extended beyond the enum descriptions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb+resource ('set player scope') and immediately defines both possible values with their practical meaning (account = shared across all games, project = isolated to one game). An agent can distinguish this from siblings like create_game or publish_game without opening the schema.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly says to set it ONCE at setup, explains the exact condition under which it becomes unusable (as soon as the game has any players), and names the alternative path ('To use a different scoping, create a new game'). Both when-to-use and when-not-to-use are covered.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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