The Lost Temple: An Adventure in Collaboration

I’ve been working on the idea of a roleplaying game that can be used for leadership development for a while now. My first attempts can be found in my Play2Lead ruleset. During playtesting the rules definitely work as intended. Now all that is needed are some scenarios that focus on specific leadership lessons. There are so many themes to choose from it was difficult to work out which to use. However, the more I thought about it the more collaboration bubbled to the surface. Every successful team, business and leader thrive on collaboration. Therefore this adventure scenario focuses on exactly that.

Design Principles

For a game to work in the leadership development setting I believe it should attempt to fit within the following principles:

  • Easily identifiable. Players who don’t like or understand fantasy should be able to relate to the setting and themes of the adventure
  • Playable in a lunch break. Maximum play time of 1.5 hours, though ideally within 1 hour
  • Playable for 4-6 participants excluding the gamemaster
  • Have a clear objective
  • Start in the action immediately
  • Apply pressure throughout, forcing fast tense decision making
  • Focus heavily on the leadership lesson. In this instance “collaboration”.

Given the short playing time I have designed the scenario around the following timeline:

  • Introduction, explanation of rules and choosing of roles – 10 mins
  • Encounter 1 – straight into the action – 15 mins
  • Encounter 2 – problem solving – 15 mins
  • Encounter 3 – explosive finale – 15 mins
  • Wrap up and debrief – 10-20mins

Adventure Introduction

In the heart of the dense jungle lies the ruins of an ancient temple, rumored to hold untold riches and artifacts of great power. However, the temple is also said to be filled with traps and puzzles designed to test the wit and cooperation of those who dare to enter.

A group of treasure hunters have funded an expedition to the temple in the hope of uncovering it’s wonders to share with the world. The architects of this ancient place were cunning beyond measure, and the team will soon discover that their greatest challenge will be working together to make it out alive.

For inspiration think Indiana Jones, Tomb Raider, Unchartered and Jungle Cruise.

Player Set Up with Collaboration in Mind

Using the Play2Lead ruleset all players need is an occupation. For this adventure they can choose from:

  • Archaeologist – professor of the ancient world. Equipped with a lantern. Read hieroglyphics, understand artefacts, high level of knowledge
  • Climber – working at heights professional. Equipped with a 50m rope. Climbing, ropework, high level of agility
  • Engineer – technical specialist. Equipped with a shovel and axe. Construction, demolition, high level of practical know how
  • Navigator – directional expert. Equipped with a compass. Map and compass skills, unerring sense of direction
  • Pilot – helicopter pilot. Equipped with a lantern. Piloting vehicles of all types, radio use, electronics master
  • Expedition Leader (optional) – no specialist skills. Equipped with a knife. Must facilitate the team working together

To speed things up have a character sheet for each character type ready to go.

#1 Collapsing Chamber

We begin in the treasure room of the Lost Temple. A chamber adorned with intricate carvings, hieroglyphics and ancient relics. Piles of gold and gems lie strewn along the walls. Timber shelves lie broken on the floor. On a roughly hewn plinth sits the fabled statue of the gods glinting in the torchlight. Pick a player at random. That characters hand has just closed around the ancient artefact. Suddenly, they trigger a hidden mechanism, causing the chamber to shake violently as the ceiling starts to collapse. Large stone blocks begin to fall from above, blocking the exit. Gold coins rain from the ceiling filling the chamber and restricting movement.

Challenge: The party must quickly assess the situation and find a way to escape before they’re crushed by falling debris.

Solution: A hidden lever is located up one of the walls. Reading the hieroglyphics will point out it’s location. Otherwise careful observation might allow it to be found. Pulling the lever stops the collapse and reveals a new passage to safety. Alternatively, the party could use their strength and agility to dodge falling rocks and clear a path to the exit.

Remember this is a high pressure situation. Make players take Exhaustion (Play2Lead) or other Pressure Tests if using another system to ratchet up the tension. Don’t give the players too much time to plan. If an individual is taking too much time skip them and move on. Pushing the time threat is a critical part of this encounter.

#2 River Rapids

Exiting the collapsing chamber, the group of adventurers find themselves in a vast underground river that flows through the heart of the temple. The river’s currents are swift and treacherous, and the only means of escape seems to be an old rickety raft tethered to the shore.

Challenge: Maneuvering the raft through the river’s rapids while avoiding jagged rocks and hidden dangers.

Solution: The party must work together first to make the raft river worthy. Not doing this will give it a chance to break up halfway through the encounter. Secondly, to navigate the river, using their skills to steer the raft safely. The river will fork. The navigator will be able to tell which way to go. Alternatively there is a fresher breeze coming from the right channel. Along the way, they encounter a series of jagged rocks that threaten to damage and capsize the raft.

Reward player ingenuity here. What will they use to steer the raft? How will they make it safe to use?

#3 Guardian’s Gauntlet

The river throws the group from a low waterfall into a pool below. The bright sunlight of the jungle pool meets them as they find themselves out of the temple. However, as they swim to the side something slides against the leg of one of the swimmers. They are not alone.

Within the pool lives a formidable guardian—a massive, serpentine creature with gleaming scales and razor-sharp fangs. Blocking their path, the guardian seems intent on preventing anyone from leaving the temple alive. It will attempt to encircle the character that is most alone and attempt drown it. One bite from this creature will kill a character outright. This should be played as a deadly, exciting grand finale to the adventure.

Challenge: Defeating or evading the guardian while making a desperate dash for freedom.

Solution: The party must use their wits to outmaneuver the guardian, perhaps by exploiting its weaknesses or finding a way to distract it long enough to slip past. Alternatively, they could way to incapacitate it temporarily, allowing them to make their escape without resorting to violence.

Heighten the terror by having the creature signal it’s presence. Slithering past a leg. Ripples on the water. A flick of a slimy, scaly tail. When the creature reveals itself play up the danger, the toothy maw, the crazed eyes. Make sure the payers know that their characters are in trouble.

Once again reward out of the box thinking and collaboration. How will the team distract or defeat the creature together. This is not something they can win alone.

Collaboration Debrief

Did the players escape unscathed? While the adventure is over, the experience is not. Now is the time to get your players reflecting upon their experience. Ask some or all of the following questions to draw out the discussion.

  • Where did you as a team collaborate well?
  • Did you utilize everyone’s skills?
  • How could you have integrated collaboration better?
  • Is there anything you would have done better?

Following the debrief it’s also worth asking your players for feedback. Did they enjoy the experience and was there anything that could have been done better?

Final Thoughts on an Adventure in Collaboration

This adventure aims to be a fast, exciting experience that fosters collaboration between the players. A chance to debrief afterwards gives attendees a chance to reflect on their experience and what went well and what didn’t.

I envisage this as a useful experience for a cohort of a future leaders training course. Run this experience at the beginning of the course. Then, follow up with a similar experience at the end and see how they have grown as leaders. Has their level of collaboration increased?

Alternatively it could be used as a way help a newly forming team. A chance to get to know each other in a fun experience as well as reflect on how they might work together moving forward. Other uses might be as a way to introduce new people to world of rpgs. A small commitment of time as a way to dip their toes into this exciting medium.

I hope this simple scenario opens your eyes to what can be done with a short, simple adventure. Where do you think it could be used?

A pdf of this adventure with character sheets can be found at the Play to Lead downloads page.

Survive the Sinking Submarine: Ultimate Hell Week Scenario

My last post explored using roleplaying games like Dungeons and Dragons to create a Hell Week scenario experience for your staff. With the aim of creating a bonding experience for teams, leaders and new starters. In this post I aim to develop a scenario/event that you could use to create this type of experience.

Event Goals

Before we start, it is essential to understand the goals of the event and work out from there. This event is designed to be run for groups of new leaders in an organization. These are high performing individuals tipped for future leadership positions or newly promoted into one.

The goal of the event is to foster a sense of team and belonging amongst the future leadership of the business. This will achieved through overcoming shared adversity.

Overview of the Hell Week Scenario

In an effort to keep the hell week scenario outside of the lived experience of the cohort but allowing for high pressure the scenario will focus on escaping from a submarine. Participants will be allocated different roles/skillsets and work together to escape. A series of tasks requiring multiple skillsets will need to be prioritized and completed against time pressures. Additionally, surprise events throughout the scenario will add additional pressure, upsetting any planning. Adaptability and teamwork will be essential in beating the scenario.

In addition, each participant will have six endurance points that are lost if tasks are failed. They can also be traded in to help improve the likelihood of success. However, when the last point is lost the player is out of the scenario.

The player briefing might look something like the following:

Congratulations on joining our team! We believe in hands-on training to prepare you for real-world challenges ahead. In this immersive training scenario, you will find yourself a crew member of a sinking research submarine. Your mission is to work together to overcome a series of challenges and escape before it’s too late. Remember, teamwork, communication, and quick thinking are essential. Good luck!

Duration: 2 hours

Location: Office setting or conference center. Smaller rooms preferred.

Lighting and sound effects can really enhance the immersion

Required Props and Setup to Enhance Immersion

As discussed in my last post immersion is really important. Of course, you don’t need a full on mock up of a submarine. But there are some simple things you can do to help create a sense of place out with the normal office environment.

  1. Submarine Environment: Create a makeshift submarine environment by shifting tables and chairs into a series of spaces along a thin column Alternatively, set up in a corridor to give an improved sense of the enclosed space. Additionally, turn off overhead lights and use desk lights with blue/green lighting gels to mimic the underwater setting. Having a red alarm light will definitely add to the sense of urgency when it goes off.
  2. Sound Effects: Use a portable speaker to play submarine sounds, alarms, and underwater noises. This can be used as a timed track signaling surprise events and highlighting the sense of urgency.
  3. Props:
    • Flashlights
    • Walkie-talkies or two-way radios
    • Gauges to indicate hull integrity and oxygen levels
    • Life vests
    • Clipboards with task instructions
    • Stopwatch
    • Nautical maps and charts
    • First-aid kit
    • Ropes and carabiners
    • Puzzles or challenges related to navigation and communication
  4. Instructor/Facilitator: You will need someone to facilitate the scenario and provide guidance when necessary.
Keeping to schedule is key in running an event like this

Training Scenario Schedule

Below is a proposed schedule of the hell week scenario.

  1. Briefing (15 minutes):
    • Gather all participants and explain the scenario.
    • Emphasize the importance of teamwork, quick decision-making, and effective communication.
    • Assign roles to each participant (e.g., captain, engineer, navigator, medic, radio operator etc) and distribute their respective skills and tasks.
  2. Submersion and Initial Challenges (20 minutes):
    • Participants enter the makeshift submarine (clearly demarcated).
    • Turn on the sound effects to create an immersive atmosphere.
    • The submarine begins “sinking.” Water and pressure-related challenges arise.
    • Participants must address immediate issues like water leakage, pressure indicators, and stabilizing the vessel. Limited resources, must prioritize tasks.
  3. Navigation and Communication (20 minutes):
    • Provide a nautical map with coordinates.
    • Participants must collaborate to determine their location and chart a course to safety.
    • Encourage the use of walkie-talkies for communication between navigation and the steering team.
  4. Obstacle Challenge (15 minutes):
    • Present a challenge that requires participants to work together to overcome an obstacle (e.g., blocked hatch or damaged equipment).
    • They must use ropes, carabiners, and problem-solving skills to succeed.
  5. Medical Emergency (10 minutes):
    • Simulate a crew member’s injury.
    • The medic must provide first aid while others maintain the vessel and continue with the mission.
  6. Countdown to Escape (20 minutes):
    • Introduce a time constraint and associated red lights and klaxon.
    • Announce that the submarine’s condition is deteriorating rapidly.
    • Participants must complete their tasks and navigate to the surface before it’s too late.
  7. Debriefing (20 minutes):
    • After the scenario, gather the team and discuss their experiences.
    • Encourage feedback, focusing on what went well and what could be improved.
    • Highlight the importance of adaptability, teamwork, and problem-solving under pressure.
  8. Final Remarks (10 minutes):
    • Conclude the training with a reminder of key takeaways.
    • Reiterate the importance of quick thinking, clear communication, and collaboration in real-life situations.

Further Work

While I have listed each of the tasks above in a linear series, it would be better to have tasks overlapping. Teams must then prioritize tasks. Remember, failed tasks remove endurance points from participants, adding additional pressure. Endurance points can also be traded for clues and assistance.

Perhaps you can restrict the number of people in each section of the submarine and create time penalties for movement between the sections. This would emphasize the use of walkie talkies for communication. It would also highlight the need for clear and concise communication between different sections of the submarine.

Each task needs more work around the detail, but I think this gives the picture of how an event like this might work. I for one would love to experience it. Part escape room, part rpg, part leadership learning experience. For me it ticks all the boxes.

What do you think? Would this hell week scenario work? Is there anything you would add? Have you attended something similar?