Drive by Daniel Pink: Motivation in Leadership and Dungeons & Dragons

Today we delve back into the world of leadership books and their potential D&D application. In his groundbreaking book Drive: The Surprising Truth About What Motivates Us, Daniel Pink challenges the traditional notions of motivation, which primarily focus on external rewards like money and punishments. Instead, Daniel Pink delves into the science of what truly drives human behavior, proposing that intrinsic motivation, stemming from autonomy, mastery, and purpose, is far more effective in today’s world. Through a blend of research and real-world examples, Pink demonstrates how these elements can transform the way we work, lead, and even play.

When I first read Drive I found it extremely useful, and still use its principles when leading teams today. Of course, I wondered what the applications might be at the games table. And, whether using them in our D&D sessions might help in their “real -world” workplace application. Below I look at the three motivations below highlighting their leadership and possible D&D applications.

Autonomy

Application to Leadership: Empowering team members with autonomy fosters a sense of ownership and responsibility. Leaders who trust their teams to manage their own tasks and make decisions create an environment where employees feel valued and engaged. This approach encourages creativity and innovation, leading to higher productivity and satisfaction.

Application to Dungeons & Dragons: In D&D, giving players autonomy in how they approach problems or explore the world enhances their engagement and investment in the game. A Dungeon Master (DM) who supports player-driven narratives can create a more dynamic and enjoyable experience for the entire group.

This also applies to the players themselves. Letting your friends make their own character decisions, regardless of the outcomes, makes for a more engaging and fun game. Always being told what your character should do is a simple yet effective way of removing all the enjoyment.

Mastery

Application to Leadership: Encouraging a culture of continuous learning helps employees strive for mastery in their roles. Leaders can foster this by providing resources, feedback, and opportunities for skill development. A focus on mastery not only improves individual performance but also strengthens the team’s overall capability.

Application to Dungeons & Dragons: Players enjoy progressing their characters and mastering new skills or spells. A DM who acknowledges and incorporates players’ growing abilities into the story makes the game more rewarding. Providing challenges that align with their skill level helps players feel a sense of accomplishment and growth.

Creating encounters that test the players abilities by providing a tough or unexpected challenge can help players feel that sense of Mastery when they succeed. Or even when they fail and learn from their mistakes. Alternatively, a game without challenge, does not hone this motivation and consequently will likely fall flat.

Purpose

Application to Leadership: Connecting work to a larger purpose can significantly boost motivation. Leaders who communicate the “why” behind tasks and projects help employees see the impact of their work, fostering a sense of purpose and meaning. This alignment with a greater mission can drive long-term commitment and passion.

Application to Dungeons & Dragons: A campaign with a compelling purpose or overarching goal can make the game much more engaging. When players understand the significance of their quests and how their actions affect the game world, they are more likely to be motivated and invested in the outcome. A DM who weaves purpose into the narrative creates a richer and more immersive experience.

This sense of purpose allows the players to band together. Their characters may be at odds with one another, or not normally ally with the others. However, having an overarching purpose lets the party evolve into a team, all pulling in the same direction.

Drive by Daniel Pink: nice graphical summary

Final Thoughts on Drive by Daniel Pink

Daniel Pink’s Drive provides invaluable insights into the power of intrinsic motivation. By embracing autonomy, mastery, and purpose, leaders can cultivate a motivated and effective team. Similarly, Dungeon Masters can enhance their games by integrating these elements, creating a more fulfilling and enjoyable experience for players. Whether in the boardroom or around the gaming table, understanding what truly drives us can lead to greater success and satisfaction.

Saints Fate: A Three Player Skirmish Report

In last weeks post I described a recent three player skirmish scenario I designed. You can check out the details here. A couple of friends and I played it through one evening the other week to see how it actually worked. In short, it was amazing fun. But I’m always interested in what I can learn from the experience to take into future games.

The Scenario

A miraculous manifestation has occurred on the planet of Helios Magna. A Saint touched by the power of the God Emperor, has manifested among the ranks of the Adepta Sororitas, but her fate is uncertain. The Inquisition, ever wary of uncontrolled power, has dispatched a team of Lancet Hereticus Space Marines to capture her for interrogation. Meanwhile, a force of Chaos Plague Marines, the Ferrymen, seeks to claim the Saint for a dark ritual, hoping to summon a daemon of the Warp into realspace.

The Sisters of Battle, unaware of what forces are closing in, have fortified their shrine compound to protect the Saint. What follows is a brutal three-way battle where each faction must act quickly to achieve victory.

The protagonists included:

Order of the Veiled Light: crack team of battle sisters tasked with protecting the Saint at all costs. Comprised battle sister and flying assault troops. (Played by Marty)

Lancet Hereticus: Inquisition sponsored space marine fire team sent to capture the Saint to check for heresy and research. Comprised regular marines and a heavy weapons specialist. (Played by Sean)

Ferrymen: Small plague marine raider unit intent on capturing the Saint for the nefarious aims of the ruinous powers. Comprised plague marines and a mutated brother twisted by the rot of Nurgle. (Played by me)

The battlefield from the Battle Sisters side of the table.

How it Played Out

The aim of the three player skirmish scenario was to get the action happening quickly and make sure all three players were engaged throughout. All three factions entered the fray on turn one with frantic positioning as well as shots being exchanged. Initial casualties were quite light.

There was some difficult decision making for all players around how aggressively to go after the scenario objective vs protecting your team. Excitingly, all three factions had control of the Saint at one point in the game only to lose her to an opponent. This meant that the outcome of the game was always in question.

A cinematic brawl involving all three leaders culminated in the Ferryman captain sneaking the Saint away at the last minute to claim victory at the start of turn 6. A win for the nefarious forces of chaos!

Lancet Hereticus gunner observes the battlefield.

What Worked?

We used the One Page Rules skirmish ruleset: Grimdark Firefight, and it worked a treat. Fast, simple gameplay that had all three of us in the swing of things after the first move. With each player taking it in turns to activate a model this kept the game moving fast with no downtime for participants.

The victory conditions and time limit forced all three factions to engage with the objective pretty much immediately. It also kept each player battling on two fronts, no one was left out or ganged up on.

Finally, emergent play. All three players have some understanding of the 40K lore and got behind their faction and it’s aims. This definitely added to the immersion and I think colored some of the decision making as well. The cinematic three way duel by the captains at the end occurred completely emergently adding an awesome conclusion to the battle.

Mad scramble to secure the Saint in the alley next to the shrine compound. Marines, Plague Brothers and Battle Sisters all in attendance.

What Could Have Gone Better?

To be honest, not much. The battle flowed well and kept everyone engaged. The one thing I could have explained better at the start was the victory condition. There was a little confusion about how we achieved the win. We smoothed it out after turn 1, but clarity on this before we started would have helped.

Final Thoughts on Three Player Skirmish

All in all I succeeded in my goal of creating a fun, engaging, equal sided three-person skirmish scenario. The most important part was that we had fun playing. But I’ll be looking to see if I can come up with more three player scenarios in the future.

Of course, this battle now forms part of the Mordax Prime canon, my narrative setting for my 40K inspired gaming. With this victory for the ruinous powers, how will the Imperium authorities react? Will they mount a rescue mission? Or will the Saint become a tool of Chaos? We’ll find out in the next instalment…