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Glama

Moddable Games Tools

rpg_chargen

Generate a random character for an RPG system (D&D 5e, Pathfinder, Ironsworn, Cairn, Knave, etc)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
classNoClass preference (omit for random)
levelNoCharacter level (default: 1)
systemYesRPG system (dnd-5e, pathfinder-1e, ironsworn, starforged, cairn, knave, maze-rats, dungeon-world)

TDQS

B3.2/5.0
Behavior2/5

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

No annotations are provided, so the description carries full responsibility. It states the basic generation action but does not disclose output format, error behavior with invalid systems, or any limitations/quirks. This is minimal transparency.

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

Conciseness5/5

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

The description is a single well-structured sentence that immediately states the tool's function and gives useful examples. No redundant words or filler.

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 generator, the description is thin. It does not mention what the output looks like (e.g., JSON character sheet, stats), how level/class interact with system, or any default behavior beyond what the schema hints. With no output schema, this is a notable gap.

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 description coverage is 100%, with descriptions for system, class, and level. The description adds little beyond listing a few example systems, which are already enumerated in the schema, so it doesn't enhance parameter understanding.

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 uses a specific verb ('Generate') and resource ('random character for an RPG system'), and lists concrete systems, making the tool's purpose explicit and distinct from sibling tools like rpg_loot or rpg_random_encounter.

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?

No explicit guidance on when to use this tool versus alternatives. With siblings like rpg_random and rpg_random_encounter, the description should clarify that this is for character generation specifically, but it does not.

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.