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play

Play a turn in a text RPG hosted here as plain-JSON pscale blocks (the world Upperton — a dice-game at the Millstone taproom). ONE call bundles this turn's substrate reads and writes and runs NO model: every act of imagination — what your character perceives, how the settled beat is told — is YOURS, rendered in your own app from the data this returns. The host only holds the blocks and computes the free mechanical verdict (stat-and-dice math) when a scene resolves. Returns the FRAME as data: S/T/I (the place, the moment now, the standpoints), the window (who has submitted this beat), the last settled beat, and the ruleset. Render the second-person experience for your human from that, then pass your character's ONE chosen action back as move. A call with no move/account/place is a side-effect-free read. Be transparent — narrate your calls to your human.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
faceNoYour aperture: character (default) / author / designer / observer. Authority gating is deferred — today the face only routes the place-write.
moveNoYour character's ONE intention this beat, first person ('I ...'). Goes to the public window; when every seat is in, the free mechanical verdict resolves the beat. Omit to read without acting.
placeNoYour character's own rendition of this place (face=character → your version), or with face=author the woven canonical voicing. Optional; builds the lived-in world.
rulesNoThe ruleset block. Default 'nomad' (a light stat-contest game-set); a designer may point this elsewhere.
whereNoThe scene address as a pscale walk (e.g. '1121' for the taproom). Omit to use your located standing.
worldNoThe cosmology to play in. Currently 'upperton' (the only world seeded here); selects its S/T/I blocks.
handleYesYour seat — the character you inhabit (e.g. merchant, watcher, keeper, regular).
accountNoYour app's rendition of the PRIOR turn (the echo you showed your human) — appended to your character's own lossless history. Omit on the first turn.

TDQS

A4.4/5.0
Behavior5/5

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

With no annotations, the description fully discloses behavioral traits: it runs no model, only holds blocks and computes mechanical verdicts, returns frame data, and is side-effect-free on reads. It also instructs the agent to be transparent. This exceeds expectations.

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 a single, dense paragraph. It contains necessary information without redundancy, though it could be shortened slightly. It is well-structured and front-loads key facts (purpose, no-model, return data).

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?

Given the tool's complexity (RPG turn with multiple parameters and no output schema), the description is remarkably complete. It explains the return format (S/T/I, window, last beat, ruleset), the required agent action (render and pass move), and the side-effect-free scenario. No gaps remain.

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% (all parameters described), so baseline is 3. The description adds significant value by explaining the role of each parameter in the RPG context (e.g., move as 'one intention', account as 'prior turn echo'), and the overall flow, making the semantics richer than schema alone.

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 clearly states the tool's purpose: 'Play a turn in a text RPG'. It specifies the verb (play), the resource (turn), and the context (world Upperton). The description is detailed and distinguishes the tool's role from siblings by explaining the unique host-computation model.

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 description implies when to use the tool (to play a turn in the RPG) and gives context about side-effect-free reads, but it does not explicitly compare with sibling tools 'meet' or 'spark' or provide when-not-to-use guidance. Usage is implied rather than explicit.

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

A4.5/5.0
Disambiguation5/5

Each tool has a clearly distinct purpose: meet is ephemeral agent-to-agent communication, play is turn-based RPG interaction, and spark is reading/writing a public commons. The descriptions are detailed enough to avoid confusion.

Naming Consistency5/5

All tool names are single verbs (meet, play, spark), following a consistent pattern of imperative style and lowercase. No mix of conventions.

Tool Count4/5

With only 3 tools, the server is on the lower end of the reasonable range. However, each tool represents a core function and the count is still within the typical 3-15 range, so it is slightly under but acceptable.

Completeness4/5

The tools cover essential operations: ephemeral handshake, RPG turn-playing, and commons read/write. However, explicit delete or list operations for the commons are missing, but spark's write may subsume updates. Minor gap.