Skip to main content
Glama

Moddable Games Tools

rpg_random

Get random entities from an RPG system for inspiration or encounter prep

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
gameYesGame system slug
countNoNumber of random picks 1-10 (default: 1)
systemNoAlias for game
categoryNoCategory to draw from (omit for any)

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 must disclose behavioral traits. It mentions 'random' and 'get', implying a read-only operation, but does not state side-effect-free behavior, error handling, or what constitutes an 'entity'. The description adds little beyond the tool's obvious function.

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, front-loaded sentence with no wasted words. It communicates the core action and suggests a use case efficiently.

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?

The tool has four parameters, no output schema, and no annotations, so the description carries a heavy burden to explain behavior and return values. It fails to describe what 'entities' look like, how the random selection works, or what the response contains, leaving significant gaps for an agent.

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%, so the input schema already fully documents parameters (game, count, system, category). The description does not add meaningful parameter-level detail beyond what the schema provides, so it meets the baseline without exceeding it.

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

Purpose4/5

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

The description clearly states the tool retrieves random entities from an RPG system, with a purpose of inspiration or encounter prep. However, it does not distinguish this tool from sibling tools like rpg_random_encounter or rpg_loot, which may similarly provide random RPG content.

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

Usage Guidelines3/5

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

The phrase 'for inspiration or encounter prep' implies when this tool might be used, but there is no explicit guidance on when to use it over alternatives, nor any exclusions. The context is clear but no comparison to sibling tools is provided.

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

Try in Browser

Glama MCP Gateway

Add one secure layer between your agents and this server.

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.