Tabletop RPG engine over MCP: dice, combat, stress, clocks, world generation, four bundled worlds
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent β or use 1-click editor setup below.
π‘ Paste the JSON block into your client's configuration file under mcpServers, then restart the application.
A complete tabletop RPG engine your AI can run: deterministic dice, five-tier outcomes, FitD-style stress, combat tracking, situation clocks, investigations, NPC relationships, world generation β 134 tools over the Model Context Protocol, with four complete starter worlds bundled in.
Claude (or any MCP client) becomes your Game Master. The engine keeps the rules honest: same seed + same actions = same outcome.
One install delivers the MCP server plus play skills (/rpg:play,
/rpg:combat-mode, /rpg:world-building-mode, β¦).
Requires Node >= 22.13.
Download mythxengine-<version>.mcpb from the
latest release and
drag it into Settings β Extensions. No other setup β Claude Desktop ships
its own Node runtime.
Everything below is one conversation with Claude after installing. Four worlds are imported on first run β Port Miriam (harbor noir), Aethelgard (mythic frontier), Threshold Deep (weird depths), and the Treehouse Anthology.
1. Pick a world, make a character.
Start a session in Port Miriam. I want to play a dockside fixer who owes the wrong people money.
The GM calls create_session, load_world_summary, and create_character β
your fixer gets HP, stress, gear, and a spot in the world's faction web.
2. Roll with real stakes. Every test is framed with position (how bad is failure?) and effect (how much does success buy?):
I try to slip past the harbor patrol to reach the smuggler's skiff.
Five outcomes β critical success, success, partial, failure, critical
failure β and on a bad roll you can push_roll (spend 2 stress for +1d6) or
resist_consequence to buy the severity down. Stress is a real currency;
overflow means trauma.
3. Fight a combat round.
Two dockhands block the gangway. I draw my hook-knife.
start_combat β roll_initiative β attack β initiative order, armor,
conditions, and damage all tracked; every attack returns the same five-tier
outcome with suggested GM moves on a miss.
4. Watch a clock tick. The patrol you dodged? The GM started a
harbor-alert clock. Fail forward enough times (tick_clock fires
automatically on partials/failures when wired) and the dock lights come on β
consequences arrive on schedule, not by fiat.
That's the loop: fiction in, mechanics out, consequences on clocks.
| Piece | What it gives you |
|---|---|
packages/mcp-server | The MCP server β 134 tools, published as @mythxengine/mcp-server |
packages/engine | Pure, seeded game mechanics (dice, outcomes, combat) |
packages/types / worlds / rulebook | Zod-validated schemas for every entity, plus rules lookup |
packages/storage | SQLite persistence (node:sqlite, zero native deps) |
packages/tools / prompts | Transport-agnostic tool implementations + runtime GM skills |
world-builder/ | The rpg Claude Code plugin (skills, agents, hooks) |
agent-kit/ | Portable GM system prompt + operating manual for any agent |
docs/ | The rulebook + how the engine works |
| 4 bundled worlds | ~13 MB of NPCs, factions, locations, situations, arcs β the demo |
packages/rulebook, the same
source the lookup_rule and generate_rulebook tools serve β so it never
drifts from the engine.This repo is the engine. MythxEngine Desktop is the game: a visual frame-based play surface, scene imagery, generated world books, and polish. Follow along and get notified when it ships at mythxengine.com.
See CONTRIBUTING.md β this repo is a downstream mirror of a private monorepo; issues are the fastest way to get fixes in.
MIT Β© protoLabs Studio
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