jam_status
Get the current Mod Jam status (active jam, deadline, submissions)
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Get the current Mod Jam status (active jam, deadline, submissions)
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations provided, the description carries the full burden of behavioral disclosure. It indicates a read action via 'Get' and specifies the returned fields, but it does not explicitly state that it is non-mutating or describe behavior when there is no active jam. The absence of side-effect warnings is acceptable for a getter but leaves some gaps.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is a single sentence that front-loads the core purpose and includes concrete detail (active jam, deadline, submissions) without any filler. Every word contributes to understanding.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple, zero-parameter tool with no output schema, the description adequately covers what the user can expect to receive: status, deadline, and submissions. It could be more explicit about edge cases (e.g., no current jam) but is otherwise complete given the low complexity.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The tool has zero parameters, so the schema places no burden on the description. The baseline for 0 parameter tools is 4, and the description naturally has no need to elaborate on parameter meanings.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the tool's function with a specific verb ('Get'), the resource ('current Mod Jam status'), and the included data points (active jam, deadline, submissions). This distinguishes it from sibling tools like jam_timer or jam_vote, which target different aspects of the jam.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The phrase 'current Mod Jam status' provides clear context for when to use this tool (whenever current status info is needed). However, it does not explicitly mention when not to use it or offer alternatives, though the sibling names make some differentiation implicit.
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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Most tools have clear prefixes (chess_, play_, hex_, oracle_, rpg_, ti4_) that separate concerns, but overlap exists between deprecated chess_* tools and the newer play_* equivalents, plus rpg_random_encounter and oracle_encounter both generate encounters. Descriptions help disambiguate, but the redundancy could mislead agents.
Many tools follow a domain_verb_noun pattern (hex_generate_map, play_get_moves, rpg_search_entities), but there are notable exceptions like dice_roll, game_deck_create, jam_status, and random_player_order that mix noun-first and verb-last conventions. The inconsistent ordering makes it harder to predict tool names.
81 tools is excessive even for a broad games toolkit; the deprecated chess_* tools alone add unnecessary bulk. While the scope is wide, the count exceeds practical limits and could be consolidated into fewer, more focused tools.
The toolkit covers a wide variety of game needs: dice, cards, hex maps, chess, RPGs, TI4, jam management, and galleries. Minor gaps like the score tracker lacking a retrieval method and the absence of some lifecycle operations keep it from being perfect, but core workflows are well covered.