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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
TTRPG_DATA_DIRNo/data

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": true
}
prompts
{
  "listChanged": true
}
resources
{
  "listChanged": true
}
extensions
{
  "io.modelcontextprotocol/ui": {}
}

Tools

Functions exposed to the LLM to take actions

NameDescription
set_badgeA

Switch the active badge to player, game_master, observer, or none (Editor), gating tool access server-side for the session; always callable. Use when: entering the story, spectating, or stepping away to edit. Do NOT use when: answering a pending workflow decision — use respond.

respondA

Answer a pending workflow decision, atomically draining it and persisting the outcome to the Novel. Use when: the server emitted a [NEED_INPUT] prompt and the caller must choose. Do NOT use when: no decision is pending — use set_badge or a state tool instead.

undoA

Undo the most recent state mutation, restoring the prior per-badge snapshot. Use when: reverting a mistaken or unwanted change. Do NOT use when: re-applying an undone change — use redo.

redoA

Re-apply the most recently undone mutation, restoring the per-badge snapshot that undo removed. Use when: an undo was issued by mistake and the change should be restored. Do NOT use when: reverting a new change — use undo.

helpA

Show the available tools grouped by category (badge-filtered) or reassign a tool's category. Use when: the caller needs to discover tools, find one by keyword, or override a tool's category for a session. Do NOT use when: reading the current badge's guidance — use the badge_briefing prompt.

characterA

Manage player characters: create (quick or step-by-step), stage to roster, import, render a sheet, set the active entity, set personality/voice, send player signals, remove, or list roster characters. Use when: working with player characters. Do NOT use when: managing NPCs — use npc.

commandA

Execute a parser command, resolve a spatial intent, or suggest actions from intent. Use when: a player or narrator takes a physical action (execute), needs the outcome of a movement without mutating state (resolve), or wants intent mapped to tool calls (suggest). Do NOT use when: the GM inspects the model directly — use world or lore.

worldA

Manage the world model — rooms, things, and exits. Use when: creating, updating, removing, or bulk-converting locations and objects. Do NOT use when: navigating the world — use command (action: execute) or command (action: resolve).

combatA

Manage combat encounters in the active Novel. Use when: starting, advancing, ending a fight, or changing its participants. Do NOT use when: applying a status effect — use condition (action: apply).

sceneA

Manage the active scene and its narrative framing. Use when: setting scene state (description, location, type), the narrative directive, party presence, AI autonomy, or when offering choices or resolving an oracle roll. Do NOT use when: recording a story beat — use story (action: record).

npcA

Manage non-player characters in the active Novel. Use when: introducing, revising, removing, listing, or reading NPCs. Do NOT use when: managing player characters — use character (action: create/import/sheet).

countdownA

Manage countdown timers in the active Novel. Use when: starting, advancing, removing, or listing clocks. Do NOT use when: tracking a vow's progress — use vow (action: milestone).

loreA

Manage the active Novel's lore entries (world facts the narrator recalls). Use when: creating, revising, removing, toggling, grouping, suggesting, listing, exporting, or importing lore. Do NOT use when: recording a story beat — use story (action: record).

conditionA

Manage mechanical or narrative conditions on entities. Use when: applying, removing, or listing conditions. Do NOT use when: recording damage or combat state — use combat (action: init/advance).

factionA

Manage organizations in the active Novel. Use when: creating, revising, removing, or listing factions and their progress clocks. Do NOT use when: tracking a faction's territory rooms — use world (action: create_room).

relationshipA

Manage directed relationships between entities, NPCs, or factions. Use when: setting or reading how two parties relate. Do NOT use when: tracking faction progress — use faction (action: update).

vowA

Track narrative vows, quests, and obligations with milestones. Use when: setting, advancing, resolving, forsaking, or listing vows. Do NOT use when: starting a clock timer — use countdown (action: set).

storyA

Manage the story journal — typed narrative memories (decision, moment, revelation, bond, consequence). Use when: recording, editing, removing, listing, or promoting story beats. Do NOT use when: recording a durable world fact — use lore (action: set).

noteA

Manage Novel-scoped scratch notes, badge-scoped to game_master (default), player, or shared. Use when: storing scratch state the caller will reuse. Do NOT use when: recording durable world facts — use lore (action: set).

sessionA

Manage session-level surfaces and diagnostics. Use when: recapping recent activity (recap), setting output verbosity (verbosity), reordering briefing sections (briefing_order), compressing the audit log (compress), or reporting server health (health). Do NOT use when: recording story content — use story (action: record).

adventureA

Generate, load, or list adventure content. Use when: the GM wants a new adventure scaffold, a single encounter, or to load a prepared module. Do NOT use when: recording a story beat — use story (action: record).

novelA

Manage Novel save files: create, resume, switch, end, export, import, rename, describe, list, archive, unarchive, info, genre, clone, save_context, get_context, or checkpoint. Use when: handling a campaign's lifecycle, interchange, or return points. Do NOT use when: managing content inside the Novel — use the entity tools (npc, lore, faction, vow, story, note, etc.).

rulesetB

Manage ruleset packages and lookup. Use when: searching a bound ruleset's index, or installing, removing, listing, or binding a ruleset. Do NOT use when: the Novel is ruleset-free — use command (action: suggest) or session (action: health).

codexA

Manage the cross-Novels codex library of reusable content (NPCs, factions, rooms, spells, adventures, voice profiles). Use when: storing reusable content for later import, or enumerating/reading/deleting it. Do NOT use when: storing Novel-scoped content — use lore (action: set) or note (action: set).

synthesisA

Manage synthesis content (voice examples, lore templates, action patterns, and other enrichment). Use when: running, reverting, listing, activating, deactivating, toggling, or player-authoring synthesis items. Do NOT use when: browsing the codex — use codex (action: list).

Prompts

Interactive templates invoked by user choice

NameDescription
introIntroduction and Getting Started
badge_briefingCurrent Badge Briefing
session_zeroSession Zero Setup
novel_setupNovel Setup Guidance
run_workflowMap Intent to Tools

Resources

Contextual data attached and managed by the client

NameDescription
adventures
novel-current
novel-setup
entity-current
roster
scene-current
scene-history
countdown-active
npcs
lore-active
audit-novel
guidance-player
guidance-gm
guidance-player-anti-slop
guidance-gm-anti-slop
guidance-badge-switch
world-map
world-kinds
entities-collection
party-current
graph-novel
spec-build
factions-collection
secrets-active
constraints-active
lore-templates
guidance-player-foundations
guidance-gm-foundations
synthesis-narrative-voices
synthesis-status
ui-novel

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