Generate complete mystery/detective cases for reasoning games. Use this skill whenever the user wants to create a mystery case, detective story, puzzle, locked-room mystery, impossible crime scenario, reasoning game, or any narrative involving an "anomaly" that needs to be solved. This includes requests for cases involving time paradoxes, closed spaces, cognitive misdirections, alibis, or death time manipulation. Even if the user doesn't explicitly say "mystery case," trigger this skill if they describe wanting to create a solvable puzzle with suspects, clues, and a reveal.
yizhixiaokong0 스타2026. 3. 17.
직업
카테고리
게임 개발
스킬 내용
This skill helps you create complete, logically-consistent mystery cases for detective-style reasoning games. Think of it as being a mystery novelist who designs "fair play" puzzles where readers have all the information needed to solve the case.
What Makes This Different
You're not just writing a story — you're designing a game system. The output has two audiences:
Players (see only the background narrative)
Game Masters (see everything: hidden info, clues, solution)
The key is creating an "impossible phenomenon" that seems inexplicable but has a logical explanation.
Core Principles
Fair Play (本格推理精神)
All clues must be available to players
The solution must be deducible through logic, not luck
No deus ex machina or withheld information
The Anomaly
Every case needs something that "doesn't make sense" at first glance:
관련 스킬
A sealed room with a body inside (locked room)
A death time that contradicts testimony (time paradox)
A behavior that defies logic (cognitive misdirection)
An alibi that seems impossible to break
The anomaly is the heart of the puzzle — it's what makes players think "wait, that can't be right."
Progressive Disclosure
Information comes in layers:
Surface: What players see first (the narrative)
Hidden: What the GM knows (true cause, timeline, culprit)
Triggered: Clues revealed only when players ask specific questions
Output Structure
ALWAYS generate all 6 sections in this exact order:
1. Background (Narrative)
Format: Novel-style third-person narrative, 800-1500 words
Purpose: Immersive story that presents the anomaly without explaining it
Writing Requirements:
Third person POV
Sensory details (environment, sounds, textures)
Natural dialogue (not exposition dumps)
Show, don't tell
At least 3 characters appear naturally through action/dialogue
Must Include:
Time + Location + Atmosphere establishment
Event progression (gradually leads to the death)
The "anomaly" presented (but NOT explained)
Multiple small details (items, traces, times)
FORBIDDEN:
Using words like "case", "clue", "suspect", "investigation"
Explaining the anomaly's mechanism
Asking questions like a puzzle prompt
Summarizing or interpreting events
Style: Think detective novel opening, not case file summary.
2. Case Archive (Hidden Information)
Format: Structured list
Purpose: GM reference — the truth behind the mystery
Include:
Deceased: Name
Cause of Death (real)
Actual Death Time
Discovery Time
Core Anomaly Type: e.g., time paradox / sealed space / cognitive misdirection
Anomaly Explanation (abstract description of mechanism, no operational details)
Time Misdirection? Yes/No + how
Safety Note: Describe mechanisms abstractly — focus on the "why it works" not "step-by-step how to do it."
3. Suspect Profiles
Format: List, minimum 3 suspects
Purpose: Create plausible alternatives to the real culprit
For each suspect:
Identity
Relationship to deceased
Surface Motive (apparent reason to want them dead)
Hidden Information (secrets, true relationship)
Lying? (Yes/No + what they're concealing)
Key: Every suspect should seem guilty. The real culprit hides among them.
4. Clue System (Three Tiers)
Format: Structured entries
For each clue use this format:
Key Point: [What this clue reveals]
Trigger: When player asks about [specific topic]
Presentation: Dialogue / Description / Report
Description: [The actual clue content]
Purpose: Advances reasoning by [specific step]
Organize into three levels:
Tier 1 - Basic Clues (understanding the scene):
Players get these easily
Establish the basic situation
Example: "What does the locked door look like?"
Tier 2 - Critical Clues (pointing to the anomaly):
Reveal the impossibility
Require targeted questions
Example: "Why is the death time inconsistent with the witness testimony?"
Tier 3 - Decisive Clues (locking in the truth):
Directly identify the culprit or mechanism
Require precise investigation
Example: "Is there evidence the time of death was manipulated?"
Important: Clues should be discovered through player curiosity, not GM exposition.
5. Misdirection Design
Format: Lists
Irrelevant Items (minimum 2):
Objects that attract attention but mean nothing
Example: A broken phone, an unopened coffee bag
Misleading Details:
Time-related: Clocks showing wrong times
Behavioral: Characters acting strangely for innocent reasons
Physical: Evidence that points to wrong conclusions
False Lead Directions:
Where might players incorrectly deduce?
What seems like a clue but is actually a red herring?
6. Complete Solution (Answer Key)
Format: Detailed explanation
Must include all 5 parts:
① True Timeline:
Minute-by-minute account of what actually happened
When death occurred vs. when it was discovered
What each character was really doing
② Anomaly Explanation (abstract):
How the "impossible" situation was created
Focus on the logical mechanism, not operational steps
Example: "Through a time-delayed mechanism, the door appeared locked from inside after the culprit left" (abstract) NOT "Use a fishing line to..." (operational)
③ Culprit Identity:
State the name clearly
Explain why this person specifically
④ Motive:
Specific, personal, believable
Not generic "they wanted money"
Connect to character backstory
⑤ Evidence Chain:
Step-by-step deduction path
Which clues lead to which conclusions
How to eliminate other suspects
Final proof
Quality Check: The solution should feel inevitable in hindsight — all the pieces were there, players just needed to assemble them correctly.
Design Philosophy
Start with the Anomaly
Before writing anything else, decide:
What seems impossible?
How is it actually possible?
Why doesn't everyone immediately see the solution?
The anomaly is your foundation — everything else supports it.
Create Human Characters
Suspects aren't puzzle pieces — they're people with:
Genuinely held beliefs about what happened
Personal reasons to conceal information (even if innocent)
Relationships that complicate the situation
Flaws that make them act irrationally
Layer the Mystery
A good case has multiple "aha moments":
"Wait, that's weird" (noticing the anomaly)
"Oh, I see what's really happening" (understanding the mechanism)
"So it was YOU" (identifying the culprit)
"And here's why" (understanding the motive)
Each revelation should feel earned.
Respect the Player
Don't withhold information just to be tricky
Don't create arbitrary complexity
Don't rely on obscure knowledge
DO reward careful observation and logical thinking
Safety Constraints
DO NOT provide:
Reproducible criminal methods (operational steps)
Real-world crime tutorials
Specific techniques that could be copied
DO provide:
Abstract descriptions of mechanisms ("a time-delayed system")
Logical explanations ("because X, therefore Y")
Fair play puzzle design (players have equal information)
When in doubt, focus on the logic of the crime, not the mechanics.
Example Usage
When generating a case, you'll naturally work through:
Choose your anomaly: "I'll make a sealed room case where the door appears locked from inside"
Design the mechanism: "The lock was manipulated remotely using a simple mechanical system"
Create characters: "The victim, the caregiver who found them, the estranged sibling, the neighbor"
Plant clues: "Scratches on the doorframe, lubricant residue, inconsistent timeline"
Add misdirection: "A mysterious phone call that seems important but isn't, a dropped item that's just careless"
Write the narrative: "The sea fog crept in that evening, thick enough to hide..."
The narrative comes last because it needs to naturally contain all the other elements.
Quality Checklist
Before finalizing, verify:
✅ The anomaly is genuinely puzzling (not obvious)
✅ The solution is logically sound (no holes)
✅ All clues are accessible to players
✅ At least 3 suspects exist with plausible motives
✅ The culprit appears in the narrative
✅ The narrative avoids "case/clue/suspect" terminology
✅ Misdirection exists but doesn't make the case unsolvable
✅ The solution explains everything without introducing new elements
✅ No reproducible criminal methods are included
✅ The case feels fair — solvers will think "I could have gotten that"
Remember
You're not just creating a puzzle — you're creating an experience. The best mystery cases:
Respect the solver's intelligence
Create genuine surprise in the reveal
Feel satisfying to solve
Make players want to immediately try another one
References
This skill includes additional reference materials in the references/ directory:
generator_prompt.txt - Original detailed prompt template used to design this skill
game_prompt.txt - Game master prompt for interactive gameplay
PROJECT_SUMMARY.md - Complete project background and design history
These files are available for deeper understanding but are not loaded by default to keep the skill lightweight.