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Moddable Games Tools

rpg_browse_category

Browse entities by category with pagination

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gameNoAlias for system
pageNoPage number (default 1)
systemYesSystem slug
categoryYesCategory (spell, monster, class, item, feat, etc)
pageSizeNoItems per page (default 20)

TDQS

B3.1/5.0
Behavior2/5

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

With no annotations at all, the description must disclose behavioral traits, but it only says 'browse' and 'pagination.' It does not explicitly confirm read-only safety, response format, side effects, or any required context like the 'system' parameter. The behavioral surface beyond the schema is nearly empty.

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?

The description is one concise, front-loaded sentence with no filler. It is efficient, though it could have used a second sentence to add valuable context like response format or usage guidance without becoming verbose.

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

Completeness2/5

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

Even for a relatively simple browse tool, the description is insufficient. There is no output schema, so the agent has no idea what the response contains, and the description does not mention required system context, entity types, or how pagination manifests. This leaves too much to be inferred from the parameter names.

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

Parameters3/5

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

Schema coverage is 100%, with clear descriptions for all five parameters (including defaults and the 'game' alias for 'system'). The description adds no additional parameter meaning beyond naming 'category' and 'pagination,' so the baseline score of 3 applies.

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?

The description states a specific verb ('Browse') on a resource ('entities') with a defined scope ('by category with pagination'). This clearly differentiates it from siblings like rpg_search_entities (query-based search) and rpg_get_entity (single entity retrieval), even though those alternatives aren't explicitly named.

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

Usage Guidelines2/5

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

The description provides no explicit guidance on when to use this tool versus the many related siblings (e.g., rpg_search_entities, rpg_list_categories, rpg_get_entity). The phrase 'by category' weakly implies a use case, but it does not state exclusions or recommend alternatives, so the agent must infer usage from the name alone.

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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TDQS

B3.1/5.0
Disambiguation3/5

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.

Naming Consistency2/5

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.

Tool Count2/5

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.

Completeness4/5

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.