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Create a Fun Friday custom pack

funfriday_create_pack

Create a custom content pack for the user's Fun Friday team, so the team plays their own material: Trivia Blitz questions (pack_type "trivia"), Imposter word lists (pack_type "faker") or Emoji Story phrases (pack_type "emoji_story"). A custom pack replaces the game's built-in content with the team's own — in-jokes, company trivia, a theme for the week. Only these three games take custom packs; for any other game, say so rather than calling this. Send the content in the one list that matches pack_type, and write it to play well (see each list's description). The host picks the pack in the lobby before pressing Start. Custom packs need a Pro or Business plan, which caps how many a team can keep — call funfriday_get_team first if unsure.

Input Schema

NameRequiredDescriptionDefault
nameYesThe pack's name as the team will see it in the lobby, e.g. "Office trivia". Up to 60 characters.
wordsNoFor pack_type "faker" only: 2–500 related words or short phrases (up to 100 characters each). Each round pairs two of them — one for the group, a near miss for the imposter — so they should all belong to one theme. Pick words close enough that the imposter can bluff (e.g. "latte", "espresso", "cappuccino"), not opposites or unrelated words. Ten or more gives variety across rounds.
phrasesNoFor pack_type "emoji_story" only: 1–500 phrases for players to tell in emoji — film titles, sayings, team in-jokes (up to 200 characters each). Choose phrases a player could tell with a handful of emoji and the room could guess; avoid abstract or very long ones.
pack_typeYesWhich game the pack is for: "trivia" (Trivia Blitz), "faker" (Imposter) or "emoji_story" (Emoji Story).
questionsNoFor pack_type "trivia" only: the questions, 100 at most. Each has text (up to 300 characters), exactly four options (up to 100 characters each) and correct_index, the 0-based index of the right option. Make the three wrong options plausible, keep options similar in length, and vary which position is correct. Ten to twenty questions makes a good game.

Output Schema

NameRequiredDescriptionDefault
nameYes
game_nameYes
game_typeYes
pack_typeYes
item_countYes
manage_urlYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changed
    • changedInput schema / properties / phrases / description
      Previous value: -"For pack_type \"emoji_story\" only: 1–500 phrases for players to tell in emoji — film titles, sayings, team in-jokes (up to 200 characters each)."New value: +"For pack_type \"emoji_story\" only: 1–500 phrases for players to tell in emoji — film titles, sayings, team in-jokes (up to 200 characters each). Choose phrases a player could tell with a handful of emoji and the room could guess; avoid abstract or very long ones."
    • changedInput schema / properties / questions / description
      Previous value: -"For pack_type \"trivia\" only: the questions, 100 at most. Each has text (up to 300 characters), exactly four options (up to 100 characters each) and correct_index, the 0-based index of the right option."New value: +"For pack_type \"trivia\" only: the questions, 100 at most. Each has text (up to 300 characters), exactly four options (up to 100 characters each) and correct_index, the 0-based index of the right option. Make the three wrong options plausible, keep options similar in length, and vary which position is correct. Ten to twenty questions makes a good game."
    • changedInput schema / properties / words / description
      Previous value: -"For pack_type \"faker\" only: 2–500 related words or short phrases (up to 100 characters each). Each round pairs two of them — one for the group, a near miss for the imposter — so they should all belong to one theme."New value: +"For pack_type \"faker\" only: 2–500 related words or short phrases (up to 100 characters each). Each round pairs two of them — one for the group, a near miss for the imposter — so they should all belong to one theme. Pick words close enough that the imposter can bluff (e.g. \"latte\", \"espresso\", \"cappuccino\"), not opposites or unrelated words. Ten or more gives variety across rounds."
  2. Added

TDQS

A4.8/5.0
Behavior5/5

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

Annotations already mark this as a non-destructive write; the description goes further by disclosing that a custom pack REPLACES the game's built-in content, that a Pro/Business plan is required, and that the plan caps how many packs a team can keep. These are non-obvious operational constraints beyond what annotations convey.

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?

Front-loads the core action and pack types before the constraints. The plan-cap sentence is dense but earns its place by preventing failed calls; the description is slightly long but almost every clause carries routing or prerequisite information.

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?

An output schema exists so return values need no explanation, and the description still covers prerequisites (plan tier, lobby selection), alternatives (non-supported games), and validation guidance for each content list. Nothing an agent needs to invoke it correctly is missing.

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% so the baseline is 3, and the description earns an extra point by telling the agent to send content 'in the one list that matches pack_type' — genuine cross-field guidance tying the required pack_type to which optional array to populate. It doesn't add format or validation detail beyond the schema, so not a 5.

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?

States a specific verb (Create) and resource (custom content pack) and enumerates the three pack types with the games they map to. It also names the scope constraint that only these three games accept packs, making it clearly distinguishable from siblings like list_games or create_session.

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

Usage Guidelines5/5

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

Explicitly says when NOT to use it ('for any other game, say so rather than calling this'), which list to populate per pack_type, and that the host picks the pack in the lobby before Start. It also routes the agent to funfriday_get_team when unsure about plan limits.

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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