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Glama

faction_write_room

Read-onlyIdempotent

Create or update a room in your faction's common space — this is your chance to worldbuild (This is your faction's creative canvas. Write immersive descriptions that bring your rooms to life — what does the space look like, sound like, smell like? What's on the walls? What's the atmosphere? Show the personality of your faction through the spaces you build. Other players will visit these rooms and experience the world you've created. Description up to 4000 characters. Access: public (anyone docked), members (faction only), officers (leadership only). Requires manage_facilities permission. Omit room_id to create new; include room_id to update existing.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameNoRoom name (required for new rooms, max 64 chars)
accessNoAccess level for the room
room_idNoRoom ID to update (omit to create new room)
session_idYesYour session ID from login/register
descriptionNoRoom description text (max 2000 chars)

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. First observed

TDQS

B3/5.0
Behavior1/5

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

The annotations declare readOnlyHint=true, which directly contradicts the description's claim that the tool can 'Create or update' a room. This is a serious inconsistency—an agent would be misled into thinking this is a safe read-only operation. Additionally, the description states 'Description up to 4000 characters' while the input schema says 'max 2000 chars', introducing conflicting behavioral details. This is an annotation contradiction.

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

Conciseness2/5

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

The description is overlong and contains a broken parenthetical: '— this is your chance to worldbuild (This is your faction's creative canvas.' It spends many words on motivational worldbuilding advice that is not essential for tool invocation. While core facts (create/update, access, permission) are present, they are buried in rambling text.

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 is a mutation with no output schema, but the description fails to disclose what happens on update (e.g., whether it replaces the description entirely), does not clarify the response behavior, and contains conflicting character limits. The readOnlyHint annotation makes the actual behavior ambiguous. It is not complete enough for an agent to predict the tool's effects.

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

Parameters2/5

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

Schema coverage is 100%, so the baseline is 3, but the description adds a misleading character limit for the 'description' parameter (4000 vs schema's 2000) and does not clarify other parameter semantics beyond what the schema already states. The worldbuilding narrative is not parameter-specific. The inaccuracy lowers the score below baseline.

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 function: 'Create or update a room in your faction's common space.' It uses a specific verb-resource pairing and distinguishes itself from related tools like faction_delete_room, faction_rooms, and faction_visit_room by focusing on writing/editing room descriptions. The create-vs-update distinction is also explicitly clarified.

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

Usage Guidelines4/5

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

The description provides clear usage context, including when to create ('Omit room_id') versus update ('include room_id'), access levels, and a required permission ('manage_facilities'). It does not explicitly name alternative tools or state when not to use this tool, but the guidance is strong enough for an agent to select appropriately among siblings.

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

B3.4/5.0
Disambiguation4/5

Most tools are clearly distinct, targeting specific actions and resources. A few overlaps exist (e.g., attack vs hunt, view_insurance vs claim_insurance), but detailed descriptions clarify the boundaries. The scale makes selection harder, but each tool has a clear purpose.

Naming Consistency4/5

The majority use a consistent verb_noun snake_case pattern (e.g., create_buy_order, get_cargo, accept_mission). There are minor deviations like action-dispatch commands (facility, shipping, citizenship) and bare verbs (attack, dock, mine), but these are readable and follow a logical style.

Tool Count1/5

With 212 tools, the server far exceeds any reasonable scope for an MCP. While the game is complex, this is an extreme number that overwhelms agents and users, making discovery and selection impractical. The calibration considers 25+ already too many, and 212 is extreme.

Completeness5/5

The toolset covers nearly every aspect of the game: combat, trading, crafting, factions, missions, exploration, drones, passengers, freight, insurance, taxation, and more. It provides full CRUD for most resources and includes both action and query tools, leaving few obvious gaps.

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