Fair question. Last things i thought of. Worked from the center, out. Center items were things ive used so far and so, come to mind quickest.
Recess in a modern prison is obviously a regular thing (though using it as a complexifying scene maybe less so?). But my campaigns prison is a garrison prison underground without certain modern moralities, as imagined.
To point out it might be more common is likely right.
Being sold, eh. I still see that as two ones on the old sixes. Especially if player agency only rises back up after the sale.
I simply wanted to meditate on the things themselves. Are there richer experiences that are easily summarized that might cross campaign styles, timelines, etc? Is there some aspect to a longer term sentence in an rpg prison that would provide rollable, random experience that might thicken the soup of somebody stuck behind bars.
So no, I don’t want each to be equally available to a dice-rolling game master. I want there to be things at the outskirts of the table that he/she might find a bit of trepidation in putting forward to players.