RPG MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| NODE_ENV | No | Node environment | production |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| createGameA | Create a new RPG game with complete initial state. Returns the created game with assigned gameId. Use updateGame or progressStory next to continue the game flow. |
| updateGameA | Update a specific field in the game state and return the complete updated game state. Supports nested property updates using path notation. If the update results in game over (e.g., character HP reaches 0, story reaches bad ending), set isGameOver=true. Use progressStory next to advance the narrative. |
| getGameA | Retrieve the complete current state of a game by its ID. Use this tool anytime to inspect the game state. |
| progressStoryA | Advance the game narrative and set the current story progress. This tool should be called after createGame or updateGame. Use promptUserActions next to present choices to the user. |
| promptUserActionsA | Present the user with 2-4 meaningful action options that MIX POSITIVE AND NEGATIVE OUTCOMES for dynamic, engaging gameplay. Each option should offer distinct consequences and risk/reward tradeoffs. This tool should be called after progressStory to complete the story cycle and wait for user input. Use selectAction next after the user selects an option. IMPORTANT: Create options that vary in approach and consequences:
|
| selectActionA | Process the user's selected action from the UI and continue the game flow. This tool should be called after promptUserActions when the user makes a selection. Use updateGame next to reflect the result of the action. |
| selectRestartB | Restart the game after game over. Retrieves final game state summary and instructs to create a new game. This should be called when the player clicks the Restart button on the Game Over screen. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 7 tools
Each tool has a distinct, non-overlapping purpose: createGame initializes, getGame retrieves state, progressStory advances narrative, promptUserActions presents choices, selectAction processes user input, selectRestart handles restart, and updateGame modifies state. No ambiguity between tools.
All tool names follow a consistent camelCase verb_noun pattern (e.g., createGame, progressStory, promptUserActions). Names are descriptive and predictable.
With 7 tools, the set is well-scoped for an RPG server, covering essential operations (create, read, update, progression, user interaction, restart) without unnecessary bloat or gaps.
The tools form a complete lifecycle: create → progress → prompt → select → update → (loop or restart). All necessary stages for dynamic narrative gameplay are present, and the flow is clearly documented.