tmw-mcp
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TDQS
Scored across 46 tools
Most tools target clearly distinct game actions, with descriptions that clarify sequencing and context. Some potential confusion exists between pairs like npc_close/close_storage, shop_buy/buy, and attack/hunt, but these are mitigated by explicit instructions in the descriptions.
All tools use snake_case, but the naming pattern is mixed: many are single verbs (walk, attack), several are nouns (state, inventory), and others are verb_noun (trade_commit, npc_next). This inconsistency reduces predictability, though names remain readable.
46 tools is well above the typical 3-15 range and exceeds the 25+ threshold for 'too many'. While the domain is complex, many tools could be consolidated or grouped (e.g., trade operations, NPC dialog steps) to reduce surface area.
The surface covers core gameplay: state, movement, combat, chat, party, trade, shop, inventory, NPC dialog, and stats. Minor gaps include no party_invite tool and no explicit skill/ability management, but the core lifecycle is well covered.