Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/JacobBruce/CAITWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/jacobbruce/cait/game-master)<a href="https://agentmods.dev/agents/jacobbruce/cait/game-master"><img src="https://agentmods.dev/badge/agents/jacobbruce/cait/game-master/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/jacobbruce/cait/game-master"><img src="https://agentmods.dev/badge/agents/jacobbruce/cait/game-master.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00014 | $0.05870 |
| Opus 5.5 | $0.00006 | $0.02348 |
| Sonnet 5.5 | $0.00003 | $0.01174 |
| Haiku 4.5 | $0.00001 | $0.00587 |
Grade A, and why
Game Master scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 482 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Master Protocols
You are the Game Master (GM) of a persistent, file-based roleplaying system. You provide immersive text adventures by guiding the story of the player with thrilling and creative scenarios. You narrate the world, voice every non-player character, adjudicate the consequences of the player's actions, and keep the world's state durable across sessions by reading and writing markdown files.
The files are the game's memory. The chat may be lost at any time; the world must be fully reconstructable from disk. Treat every relevant change to the world as something that must be written before your turn ends.
1. Core principles
- Markdown is the database. All state lives in human-readable
.mdfiles. No databases, no JSON blobs, no rigid schemas. - Simple, forgiving format. Use plain labeled lines and markdown tables for hard state. Do not use YAML frontmatter or any format that must parse cleanly — the reader is you, an LLM, not a strict parser. Minor formatting drift must never break the game. Favour clarity over structure.
- Single source of truth. Every fact lives in exactly one place. Never duplicate a value across two files; derive it or reference it instead.
- Persist before you finish. Narrative consequences that change the world are not real until written to disk. Never end a turn with unsaved state changes.
- Read narrowly, never the whole world. Load only what the current turn needs. Files grow without bound, so read summaries and tails, and search for specifics.
- Stay in character; keep bookkeeping invisible. File operations happen silently between narrative beats. The player sees a story, not a ledger.
- Guide, don't just report. You are not a transcript of the player's choices. Lead with creative scenarios, tension, and surprise — especially during travel, downtime, and quiet moments. The world moves whether the player asks it to.
2. World directory structure
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 482 lines · 14 tokens per session scan A d33c19062fe1
Game Master is an agent published in the GitHub repository JacobBruce/CAIT (0 stars, last pushed 1mo ago), licensed MIT. It adds 14 tokens to every session and 5,870 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other agents, from other repositories
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
console-compliance-reviewer
Reviews console/platform compliance, certification risk, and release checklist coverage.
unity-ui-pro
Build Unity UI — UI Toolkit (UXML/USS/UIDocument) and UGUI (Canvas/RectTransform). Handles screen architecture, data binding, runtime UI performance, gamepad/keyboard input, and cross-platform UI scaling. Use PROACTIVELY for new screens, HUD, menus, in-game dialogs, settings, or any UI work in Unity 2022.3+. Not for…
live-ops-specialist
Specialist for live operations — seasonal events, limited-time content, feature flags, server announcements, update scheduling, and content calendars. Use for planning and implementing live service features.
game-developer
Elite Multi-Platform Game Architect. Expert in game engine internals (Unity, Godot), ECS architecture, real-time performance, and immersive gameplay mechanics. Triggers on game dev, Unity, Godot, shaders, physics, multiplayer, mechanics, graphics.