Great question! Prompt-based journaling games like Wretched & Alone and Carta work a bit differently, but the notation adapts well. I see two main approaches:
Option 1: Using the mechanics symbol d: to note the prompt draw
This treats the prompt as a mechanical element that triggers the journaling:
S1 *Day 3, supplies running low*
d: Draw card: 7♠ - "A sound in the distance"
=> I hear scraping metal beyond the walls.
My hands shake as I write this.
The sound is getting closer.
d: Tower token check => FAIL (6 tokens placed)
[Tower:Stability 6/10]
Option 2: Using a custom symbol like gen: or tab:
For systems where the prompt IS the core mechanic:
S1 *Day 3, supplies running low*
tab: 7♠ - "A sound in the distance"
=> I hear scraping metal beyond the walls.
My hands shake as I write this.
The sound is getting closer.
d: Tower check => FAIL (6 tokens placed)
[Tower:Stability 6/10]
For Carta-style games (map exploration):
S1 *Entering the ruins*
tab: 3♦ - Forest tile - "Ancient stones"
[L:Stone Circle|mysterious|overgrown]
=> I discover a clearing with weathered standing stones.
Moss covers strange symbols I cannot read.
? Are there signs of recent visitors?
-> Yes, but... (low roll)
=> Fresh flowers at the base, but whoever left them is long gone.
[Thread:Mysterious Visitor|Open]
Both approaches work! The first keeps everything within the existing notation, the second makes prompt draws visually distinct if your game is heavily prompt-driven.
The key is: use what serves your play. If you develop a format that works well for you, I’d love to see it. Prompt-based games are definitely an area where the community could help expand the examples!