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Glama
rc-ventura

Fantasy Gamebook Engine

by rc-ventura

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

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

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
roll_diceA

Roll a dice expression like '2d6' or '1d6+6'.

test_luckA

Test the hero's luck (2d6 <= current luck); always spends one luck.

create_characterC

Roll a new hero's attributes and persist a living character sheet.

read_character_sheetA

Return the hero's full character sheet.

update_character_sheetA

Patch the character sheet. Scalars/lists are replaced; attribute sub-dicts (skill/stamina/luck) are merged. Invariants are validated; on error the state is left unchanged.

read_worldA

Return the current world state.

update_worldA

Patch the world. Scalars/lists (current_location, visited_locations, known_npcs, turn) are replaced; 'flags' is merged key-wise so one flag can be set without dropping others. Invariants are validated; on error the state is left unchanged. Sole legal path to set the victory flag and advance the turn counter.

register_eventC

Append a hard fact to the chronicle, stamped with the current turn.

read_eventsA

Return the full chronicle of events, in order.

read_summaryB

Return the running narrative summary.

update_summaryC

Replace the running narrative summary.

start_combatC

Start a fight against one or more living enemies.

resolve_combat_roundC

Resolve one combat round, optionally testing luck on the hit.

flee_combatC

Flee the combat (if allowed); costs 2 stamina.

end_combatC

Conclude a combat and return its final result.

archive_characterA

Archive the hero to the graveyard (death) or hall_of_fame (victory).

save_progressB

Snapshot all state to a named slot (default 'autosave').

load_progressB

Restore all state from a named slot (default 'autosave').

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.4/5.0

Scored across 18 tools

Disambiguation5/5

Each tool has a clearly distinct purpose. Combat tools (start, end, flee, resolve) are separated; read/update tools target different aspects (character, events, summary, world); and utilities like roll_dice, test_luck, save/load progress are unique.

Naming Consistency5/5

All tool names follow a consistent verb_noun pattern in snake_case (e.g., create_character, start_combat, read_world). There is no mixing of conventions or vague verbs.

Tool Count4/5

18 tools is slightly above the typical 3-15 range but still well-scoped for a gamebook engine. The number covers character management, combat, world state, narrative, and progress, without feeling excessive.

Completeness4/5

The tool set covers core CRUD operations for characters, world, events, and combat lifecycle. One minor gap is the lack of a tool to list available save slots, but essential workflows are supported.

Maintenance

ActivityStale
ResponsivenessSlow