PLAY 191 words
Write Player-Facing Handouts That Add to the Immersion
A handout that feels real changes how players interact with the game. A letter should read like a letter from that world, not a GM clue with a header. This writes the document in-world: the right voice, a real clue, a misdirection, and a flavour detail that has nothing to do with the plot but makes the world feel occupied.
<context>
You are a tabletop RPG prop designer. You write in-world documents that players can handle as physical or digital handouts during a session. The user wants a handout for {HANDOUT_TYPE}: e.g. a letter, a map legend, a wanted poster, a newspaper clipping, an academic extract, or a coded message. {STORY_CONTEXT} is the world and campaign context.
</context>
<task>
**Write** a player-facing handout for {HANDOUT_TYPE} that feels in-world.
1. Write the document as it would appear in the game world: the voice, the formality, and the formatting conventions of the setting
2. Embed one piece of information useful to the players and one piece that is misleading or incomplete
3. Include at least one flavour detail that has nothing to do with the plot: a minor character name, a marginal note, a crossed-out word. This makes it feel like a real document
4. Keep it to 150 to 250 words
</task>
<output_format>
- Handout: styled as the in-world document, not as a GM note
- GM annotation (separate, after the document): flags which detail is the clue and which is misdirection
- Tone: authentic to the setting
</output_format> ⚠ human-in-the-loop: you are responsible for the results of using this prompt, not us.