Playbooks

Not in any team playbook.
RPO Alert Screen out of Shotgun Trips TE Offset gives the quarterback a run/pass conflict read tied to the box count. The diagram shows the running back sneaking out to the flat off the run fake, with the two receivers to the boundary blocking their assigned defenders (the corner and the second level defender) to clear a lane for the screen. This is an RPO built to punish overaggressive run fits, and the primary read progression is: check the box count pre snap, hand off the run alert if the defense is light, or pull and fire the swing screen to the running back if the edge defender crashes down on the run action.
Watch the defensive end or outside linebacker on the play side pre-snap, if he is crashing hard on run fakes every time, that is the alert key the RPO is designed to punish. Man coverage with an aggressive edge defender gets beaten badly here because the blockers are removing him from the screen lane while he thinks run. Zone shells with disciplined edge defenders that sit and read the mesh point can blow this up since the screen has no space to develop. User-controlled defenders who jump the running back's release into the flat can bait the quarterback into a bad screen throw, so spy that user movement post-snap. Blitz packages that send extra numbers to the play side actually help the offense here since the blockers are tasked with clearing exactly those defenders for the screen.
Use your pre-snap alert key (usually a defender or two highlighted by the game) to decide run or screen before the snap, then confirm post-snap with the edge defender's first step.
This works best on early downs (1st and 2nd and short to medium) when defenses are more willing to sell out against the run.
Pair this with RPO Alert Bubble and RPO Zone Alert Bubble from the same set so the defense cannot key on one alert conflict every snap.
Against teams that spam nano blitzes off the edge, lean into the screen side of the RPO since the crashing defender is exactly who the blockers are removing from the play.
Use hot routes sparingly here, the design already isolates the conflict defender, so keep the trips receivers on their blocks rather than sending them out unless you are facing zone coverage that flows away from the screen.