dos2-gm-mcp
Related Servers
Alternatives to dos2-gm-mcp
No user-submitted related servers found.
Related Servers
- AlicenseNot gradedqualityBmaintenanceEnables an AI agent to play a Baldur's Gate 3 companion in co-op through Script Extender, controlling movement, dialogue, combat, inventory, trading, and travel while only perceiving what that character can see. It also provides in-game chat and notes so the agent can coordinate with the human player without taking over mouse or keyboard.MIT
- AlicenseBqualityBmaintenanceEnables Baldur's Gate 3 modders to look up game data across base-game and mod layers, run static lint checks on stats and progressions, test changes in a running game through the Script Extender, and export mods for Larian Toolkit/mod.io publishing. It also packs, deploys and restarts the game so mods can be iterated on without leaving the assistant.441MIT
- AlicenseNot gradedqualityBmaintenanceEnables AI assistants to act as co-GMs and GM assistants within Foundry Virtual Tabletop, providing tools for game mechanics, actors, tokens, combat, canvas placeables, scenes, and world management.33 npmMIT
- AlicenseAqualityBmaintenanceEnables an AI agent to act as a DM/KP in a CozyVTT campaign by narrating over chat, rolling server-authoritative dice, moving tokens, switching maps, managing initiative, and accessing character sheets through MCP.411MIT
- AlicenseNot gradedqualityCmaintenanceLets AI assistants work inside a Foundry VTT world as a separate Assistant GM user, enabling live document and scene management, compendium imports, chat inspection, and controlled scripting through Foundry's own permissions and validation.MIT
- AlicenseNot gradedqualityCmaintenanceEnables AI agents to interact with Foundry Virtual Tabletop, supporting reading world data, managing combat, rolling dice, and updating actor attributes via a sidecar architecture.33 npmMIT
TDQS
Scored across 34 tools
Despite 34 tools, near-collisions are explicitly disambiguated in the descriptions: dos2_status vs dos2_live_status (file setup vs running game), dos2_templates/dos2_template/dos2_find_templates (list/one/search), and dos2_bridge_install/dos2_mod_install/dos2_addon (own bridge vs own source mod vs third-party pak). The read-vs-write and file-vs-live split (dos2_scene vs dos2_live_characters, dos2_put_npc_template vs dos2_live_spawn) is also spelled out. A few pairs (dos2_campaign vs the specific readers, create-or-replace put_* tools) still require reading carefully, so not a perfect 5.
Everything is snake_case under a uniform dos2_ prefix, with recognizable sub-namespaces (dos2_live_*, dos2_put_*, dos2_delete_*). The pattern is verb_noun for mutations and bare noun for reads (dos2_campaign, dos2_notes, dos2_raw), which is systematic but means read tools have no verb, and dos2_addon/dos2_backup are verbless outliers. Minor deviations only; names remain predictable.
34 tools is heavy, but the server genuinely spans three subsystems: campaign file read/write, backup/restore, and live-game control plus mod packaging. Each tool does correspond to a real operation, yet the surface is large enough that an agent must triage setup, backup, file and live groups before acting. Borderline-heavy rather than bloated.
Coverage is strong: full CRUD for templates, vignettes and notes, campaign metadata, scene settings, journal, backup/list/restore with undo-of-undo, add-on management, and live spawn/move/set/stage/characters with a Lua escape hatch. Remaining gaps are deliberate and documented (journal is whole-file replace only, scene notes cannot be created from files, scenes/placed characters must be created in-game), which agents can work around but not eliminate.